Transcripts
1. Introduction to the course: Hi, my name is Scott Harris
and welcome to the course. I've worked really hard
to make sure that this is the most efficient
way to teach you. And for you to learn how to
create epic environments, backgrounds and
scenes, and create worlds using the
foundations of perspective. And we'll work
through the course in a logical way where we go from those foundations
to advanced principles, helping you to
create intricate and detailed and more importantly, believable and
appealing perspective scenes for any kind of
work you can imagine. Course has been filmed in Photoshop for ease of recording, but that there's no bearing
on the tools that you can use to learn to draw
these environments, scenes where they're using traditional tools
like pencils and paper with digital tools like an iPad Pro or PC with a tablet, it makes no difference at all. Tools are tools
that understanding the implementation of
the fundamental theory is the most important part. Don't forget to
post your work and your assignments in our
online communities. Learning with others is a really fun experience and
it also can help you to learn a lot faster because you have all this great feedback from
everybody, including myself. When you're learning. That's it for me. Please
do enjoy the course and I'll see you in the
lessons. Let's get to it.
2. Module 1.1 The Big Picture: In this module, we
will be learning the tools and the
fundamentals of perspective. But before we jump in, I want to give you a teaser, a taster of what we can
do with these tools in essentially a very
fast time lapsed summary. Going to be taking a
look at the rough stage and the refund stage of a completed
environmental drawing. And this will give you a good holistic or a macro view
of how we implement the theory and the workflow of the theory to achieve a
finished environment drawing. When we start drawing
perspective scenes, we work in two stages. The rough stage, which is
our construction stage, and the refund standards
is our clean-up stage. The rough stage is
really a planning stage that we use by drawing an app
perspective fundamentals, we stay loose, we
stay a little messy. And really what we
wanna do is define the perspective top,
the camera angle. And then we draw in our tools such as the grid line
and horizon lines, the vanishing points, and other elements of perspective
that we will learn. Then we do a rough block
out of the composition and the major forms using that
grid that we've established. Then after that, we just
rough out the scene. It's still keeping things loose, keeping things Macy,
and kind of adding in very general details. We're not trying to be
too pretty in the stage. We're trying to be
more functional. Make sure things are placed
correctly and placed in a way that is appealing for the same type
that we're doing. Once we've drawn in all the elements we'd
like in the rough stage. We then move on to
the refinement stage. The refinement stage is our
refined, clean upstage, where we add in additional
details and we were very cognisant of line weights. We also strive to bring an air of professionalism
in each line, neatness and clarity in
each line in the stage, so that the piece looks
the very best that it can. Now we still think about all
the fundamentals that we've used to do the rough
stage in this stage. But here we're really focusing on stylization, being creative, not necessarily having to stick exactly to the rough
plan that we've done, but rather allowing
ourselves to be loose, a little bit more expressive on top of the solid
foundations that we built. Utilizing our perspective tools, the fundamental theories of perspective and a
solid workflow allows us to generate a clear and
readable environment drawing. I hope that this short overview has whet your appetite for wanting to learn about perspective and
environment drawing. So let's get straight
into the lessons.
3. Module 1.2 The Picture Plane: Before we can start rendering out our scenes and
our environments, we need to start learning about
the tools that we need to use in order to make these scenes and
environments a reality. In the next few lessons,
we're gonna be learning about a few of these tools. And what I want you guys to do is think about these
tools as if there were stationary or equipment
that you could buy off the shelf
at an art store. So let's get into the first
tool and it's a basic tool, but it's also simultaneously
a very critical tool, and that is the picture plane. Now the picture plane really is the window into
your created world that rests between the viewer and the world that
you're drawing. Now may be the frame
of a painting, the border of a page, or it may just be a block or a rectangle as I've
drawn here on the page. The picture plane is pretty critical in helping
us utilize it in conjunction with the other
elements in the other tools of perspective in order to
control the camera angle, the camera lens, the
aspect ratio of the scene. Is it a wide scene? Is it a narrow scene? Is it a square scene? Is it a round seen, for example? The picture plane
is quite critical. It's simple in premise, but it's very useful. It allows us to compose well and control many elements
of our image. So that is the picture plane. Let's take a look at the
next tool of perspective.
4. Module 1.3 Horizon Line: The next tool we're
gonna be learning about is called the horizon line. And it's named does slightly
alluded to it's purpose. Often seen as the line that defines the sky from
the ground plane. It's absolutely critical and necessary in all of
our scenes because essentially the horizon
line allows us to control the eye
level of the viewer. Is the view we're looking
up at tall buildings, or are they looking down into the streets from
those tall buildings? The horizon line is the tool
that allows us to do that. We can do some fun things
with the horizon line, which we'll get into when we
talk about camera angles. For now know that the
horizon line can exist inside or outside of
our picture plane. And that is one of the
main ways we do control. Those are very angles. It is simply a line
that allows us to control the level
of the viewer, and that is the horizon line. I'll see you in the next lesson.
5. Module 1.4 Vanishing Points: The next tool that
we're gonna be learning about is the vanishing point. And if you have more than one, we just call them
vanishing points. Effectively. They are really just dots that
mock out reference points. We will be receiving
grid lines to the grid lines themselves are another perspective tool we will learn about a shortening. Vanishing points are commonly
drawn on the horizon line, but they're not
limited to being used there depending on what
you're trying to achieve. Inosine vanishing points
are also used off of the horizon line in and outside of the picture
plane as needed. But essentially think
of it vanishing points as reference points that help us build out the dynamic
three-dimensional space of our scene. They can also be used for measuring purposes with inosine. Don't let this overly
confused you for now. Just think of them as
a reference point, dots and keep in mind that
analogy of walking into that art store or that
stationery store where you can go and buy a bunch
of vanishing points. There are tools
that are there for you to use as you need
them in your scene. So those vanishing points, I'll see you in the next lesson.
6. Module 1.5 Grid Lines: Let's now take a look at our
next tool in our toolbox, which will be the grid lines. And the grid lines
are effectively reference lines
that radiate from the vanishing points across
the picture plane and allow us to establish the 3D
nature of the scene. I'm going to use orange here for the left
vanishing point. And I'm going to use the
line tool in Photoshop. Of course, you'll want
to use a ruler for this if you're working
traditionally. And the reason I'm using
orange is that when we utilize different colors
for our vanishing point, lines are grid lines that are receding to a vanishing points or a radiating from
our vanishing points. This helps us more easily
understand which plane we are working on when we are rendering the 3D objects in the scene. I'm just going to radiate
these grid lines across the scene from that left
vanishing point over there. And for the right
vanishing point, I'm going to radiate
using black. And this helps me easily understand what
I'm going to put. 3d blocks are cubes or
other elements in the scene where I'm receiving
those elements to am I receiving them? So the left arm or seeing
them to the right? Of course, if you're
working traditionally, don't be shy to use
colored pencils for this. So here we have these
grid lines that have now been radiated from their
various vanishing points. And they help us get a sense of the 3D space that we've
created in this scene. And of course, with this
particular horizon line, we have a very high level type of scene and very average on level view on the sky plane that we've created and the ground
plane that we've created. So we get a sense of a world that we can place objects in. Those, in a nutshell
or the grid lines. Let's move on.
7. Module 1.6 Verticals and Horizontals: Our next tool, or are vertical
and horizontal lines, really the lines in
our scene that run up and down and left and right. These also called
a verticals and horizontals or verts
and hordes for short. And what we do is we utilize it vertical and horizontal
lines in conjunction with our grid lines to build out 3D block forms in the scene. So what I'm gonna
do is I'm going to define a two verticals. And two horizontals here. Utilizing that right vanishing
point to define a plane. And then I'm going to do the same thing using the
left vanishing point. To define a horizontal there. I'll bring it down to a
vertical around here. And then I will pull
that line using the grid line on the left
hand vanishing point there, produce a, another horizontal. And so the reason we want
to use this terminology is that based on the type of
perspective that you are using, something different can happen
to your vertical lines and horizontal lines based on the vanishing points
in the scene. And we'll cover that more
in depth when we get there. But for now, look at verts
and hordes as another tool in your toolbox to define the very big 3D
elements of a scene. I'll see you in the next lesson.
8. Module 1.7 Reference Vanishing Points: We're now going to learn
about our final basic tool. And that is the reference
vanishing point, also called a diagonal
vanishing point. Now, in the scene, I've gone and drawn in what
is effectively a type of a floor tile over here
in the turquoise. And the use of a reference vanishing point or a diagonal vanishing point, is that it provides a
point of reference to allow us to do something with
that point of reference. In this example,
I'm going to use the point of reference
to help us multiply the measurement of
this floor tile across and back
into the distance. You can use reference vanishing points for
multiple things, and I'll give you
a good few uses for it later on in the course. So what I'm gonna do is
I'm going to pull a line from corner to corner through this tile up to
the horizon line. And I'm going to
define a reference of vanishing point right
here on the horizon line. And what I can do
from there is utilize this line going to the corner
of the next proposed block. And that helps me to then
define the next line that I can pull from my left
vanishing point. It gives me an exact, mathematically correct
measurement for the next top. So I can keep doing this, pulling the diagonal
vanishing point down into that corner
and egg once again, it gives me the next location of the line at the top
right corner of that top. For now, just know that reference vanishing points are
diagonal vanishing points, also called D VPs are another type of
vanishing point that are available to you for multiple reference or
measurement purposes. We'll go more in-depth into
this later on in the course. And those are essentially all your key tools that you need to create
perspective scenes. Now when we start adding
more vanishing points, playing around with
the horizon line and doing different things without
verticals and horizontals, we can start to really be quite dynamic in the types of scenes
that were able to produce. Moving on from this, we're
now going to take a look at the three main types of perspective that we're gonna be learning about
in this course. And utilizing to create all kinds of environment
and interior scenes. Whether you're up in the
sky, down on the ground, in outer space or in
a science laboratory. We can use perspective to draw out any kind of scene
we can imagine. So let's get straight into it.
9. Module 1.8 Drawing 1 Point Perspective: We're now going to get really real with our
perspective drawing. And we're going to use those fundamental tools
that we've learned about to create our first
type of perspective, which is called
one-point perspective. And it's called
that because we use one vanishing point when we're creating these rough
one-point perspective scenes. Now we're going to
just do the basics. We're going to just draw
cubes and blocks and boxes. And that's going to give
us a sense of how we can build out the rough fundamentals
of a perspective scene. So let's get right into it. I'm gonna be using the
line tool in Photoshop. If you're working on paper, definitely, you will
want to use a ruler. Otherwise, if you've practiced
at drawing straight lines, freehand very well, that can be even faster than a router. I'm drawing a typical
picture plane shape. Yeah. This is just a widescreen
type of shape. You could use a square or
an elongated rectangle. What have you? Let's draw in a horizon line and instead of putting
them Roslyn dead center, I'm going to bring
the horizon line a little lower. Right? And what this typically
means is we'll see more of the underside of 3D forms that we're
drawing when they are above the
horizon line, right? Okay, so we've got
a horizon line in there and let's go in and do that one-point
perspective with a red. And the thing with one-point perspective is that when this single
vanishing point, we're going to place
it right here in the middle of the
horizon line when this single vanishing point moves too far to the
right or to the left, you might as well create
a 2 perspective scene. Remember an odd, we're
always trying to get as much appeal and
as much dynamism out of our work as possible. And particularly
with 1-point scenes, when the single-point moves too far to the right,
two parts to the left, you might as well go into a
two-point perspective scene, and we will cover 2
perspective in the next video. And if you were
really thinking about what was happening when we
were covering the tools, you will realize that
that was in fact a 2 perspective scene that
we did in the tools lessons. So what I'm doing here
is just a radiating out some lines from this 1. You can make these
equidistant if you want to, or you can just be
a little bit random with how you pull them out. The key here is that
these grid lines are not a restricting factor for you in terms
of what you draw. They'll simply a
guideline to give you a sense of the
space in the scene. No matter what
shapes that you are drawing and what forms
you're wanting to draw. You will always use
the vanishing point itself as your reference. And the grid lines are there
just to kinda help you establish this sense of 3D. So now what I'm going to do is utilizing these grid lines. I have my picture plane
and my horizon line, a single vanishing point
in the middle with its red radiating
lines out of it. Take a blue here
and we'll go into draw just a simple square shape. Just here are the
top left sort of section of this picture plane. Now remember again, the
picture plane might be the borders of your page, or it will be the picture
plane that you've defined. Maybe it's in a comic
book or you're just doing some perspective drawings
on a big sheet of paper. Keep in mind, the picture
plane itself defines the window that we're
looking into the world from and where we're
placing the viewer into. Okay, so now I've drawn this square shape here
and it's front-facing. And something
important to note that occurs with one-point
perspective scenes is that your front-facing
verticals and horizontals are parallel with the borders
of the picture plane. So keep that in mind.
You can see that they're pretty parallel to the
borders of the picture plane. What we're gonna do
is we're going to use the vanishing point and
pull back some lines. Please don't be afraid
to be rough and loose while you're doing
these types of exercises if, especially if you're
following along. The point here is that you're grasping how perspective works. And let me say this
early on as well. Don't believe that you
build complex scenes with measurements and doing
crazy perspective techniques. I don't want you to think
about perspective in that way. That's going to kill the desire you will have to
build out scenes. Now suddenly,
massive urban scenes will have a lot of structure to them in
terms of the blocks. But just know that
you want to have more of a Grossmann
understanding of how perspective works. Rather than thinking
gonna be using perspective alone to
build that scenes that would be terribly
boring and take an extremely long period of time and we will go through
that full workflow. So with that in mind,
let's carry on. I've drawn the square
and I've pulled from some corners lines back
to the vanishing point. And this has helped me define a side plane and a bottom plane. I'm simply going to
add another vertical here and another
horizontal here. And you can see that we have now defined a box in
one-point perspective. And what I'm gonna do
then is I'm just going to erase these lines
that I don't need. Now if you're working
on pencil and paper. You'll typically draw your construction lines very lightly. And then you'll draw
on your main shape with a darker pencil. Or you might use a pen or an
ink or something like that. And so here we have
a floating box above the horizon
line in the sky, if you will, in
one-point perspective. So that is a single box there. Now, what we can do as well is we can imagine the other sides of this box by drawing a
few lines from its corners, also back into that
vanishing point. So I'm defining that
top-left corner there. I'm bringing it down to a
single vanishing point. And pretty much all the
other corners or cupboard. And then what I can do is
extend a horizontal to that line and then put a
vertical down as well. And now we have the
wireframe of a box. And we can actually
just erase the line here that we don't need to give us a wireframe or a kind of a see-through version
of this bucks. Right? Now, one-point perspective is a very limiting type
of perspective. Don't see 1.2 and three-point as increasing
in difficulty. That's not really the case. Rather you're just increasing the vanishing
points to allow for more dynamism in a scene. One-point perspective
is great for those scenes where someone's
racing down the road and you're having them in a scene of a tunnel or you want to do
something very symmetrical, like walking into
the castle gates in 1 and things like that. But again, when you
start moving this 1 too far to the right
or too far to the left. In your typical type of scene, you really are better off
using two-point perspective. So basically what I'm
saying is you want to keep one single vanishing
point in a one-point seen typically around the
center of the horizon line. You don't really want to
deviate too far from there. If you do, you might as well
draw a 2 perspective scene. Alright, let's go ahead
and draw in a few more of these blocks and see
what happens when we move them above and
below the horizon line. What I'm gonna do here is
I'm going to draw a box that comes actually outside
of the picture plane. Of course, we wouldn't then see the bottom half that's out of the picture plane
in the final scene. Again, I'm going to
pull these lines back to the vanishing
point over here. And that's going to help me
get a correct sense of 3D. And as, as the box recedes
into the distance, and I pull up a vertical here, pull a horizontal across here. And then I'm going to erase
the lines that I do not need. Again. Really, don't worry about neatness, worry
about correctness. It's okay if it's
loose and messy. And I'm going to
read the reiterating this a lot through the course. The most important thing for drawing out
environments, scenes, interiors, and even
structures is that you fundamentally understand
how the perspective works. Because if you understand
that the perspective works, it doesn't matter what point
perspective senior doing. You will understand
whether you've drawn a particular site or a plane
correctly or incorrectly. And that's where we
want to get you to just grasping and fundamentally
understanding perspective as a whole. Let's do a very thin
box up here in the sky. So those planes are
directly facing us. Those very parallel horizontals and verticals to the borders
of the picture plane. You can see how I'm always
pulling the corners back to that vanishing point. So you can see how critical
the vanishing point is in defining the forms in
one-point perspective here, I'm once again going to erase the lines that I don't need. And I have a thin floating
box in the Scott. And so hopefully you're
also noticing that as things go above
the horizon line, your teams to see more of
the bottom of the object. And as things go below
the horizon and you sent to see more of
the top of the object. And hopefully you can try and imagine if we move
this horizon line, how it would change how we
actually viewed these objects. So in essence, this is
one-point perspective. We can begin to draw many, many different types of forms utilizing that single-point and creating those
receding lines that draw out to that single point to help us establish the forms. Whether you're
drawing wireframes such as this box on the left, or you're drawing
full forms such as the box in the
bottom right here. You might be asking
yourself, well, what about cylinders and spheres and various
other shaped objects? The thing I want you
to fundamentally grasp is that we primarily use the box as our basis that we draw other elements into, right, for our purposes in
designing scenes, you will quickly start to realize that perspective
is only one piece of the pie when
we're drawing out a scene for audit purposes. Nevertheless, this is
one-point perspective and you'll have a
bunch of exercises to essentially repeat what
you've seen here using those fundamental tools that
you've just learned about, that I'll see you
in the next lesson.
10. Module 1.9 Drawing 2 Point Perspective: We're now going to learn
about 2 perspective. And once again, we're going
to define a picture plane, which is our window
into the world. Use a very similar
picture plane type, which is a widescreen angle. And I'm going to put a
horizon line down here. Then I'm going to define two vanishing points this
time instead of one. Now, technically when you're
using two vanishing points, you want to be careful how close or how far you put
them from each other. If they're too close
to each other, you're going to end up having a very distorted scene where everything seems to be stretching out towards the
viewer and very, very long. And if they are
too far from each other, everything seems very, very flat and very, very two-dimensional
or one-dimensional. Even. You want to have them in good at distance from each other. And this is kind of
a high-level sort of shortcut trick or
cheat if you will. But technically it
is a great idea in two-point perspective to have one vanishing point
quite close to the border of the picture plane and another vanishing point further away from that border, even multiple times
further away, then the distance of the closest board
and vanishing point. And the reason I call this
a trick or a shortcut, is that you will find that vanishing points to
have optimal placement. So just like we looked at the one-point perspective
scene where we put the vanishing point in the
middle of the picture plane. And I said that's a generally
a good place to keep it. Two-point perspective
is generally a good idea to have one
of the vanishing points close to the border of
the picture plane and another very far away from the border of
the picture plane. Of course, you can
mess around with that. You can switch it left to right. You can bring one of
the vanishing points into the scene and
just make sure that the distance of the
other vanishing point is equally far away, etc, etc. And we'll go into that into more detail later
on in the course. But nevertheless, for now,
we have a picture plane, we have a horizon
line and we have two vanishing points
are red vanishing point left and our blue on the right. And I'm going to draw in the grid lines for
this vanishing point. Now, two-point perspective is the most commonly used type
of perspective in many, many environment and
interior scenes. It's a very easy
perspective to use. It doesn't have too many
crazy things going on. And if you take a look at your favorite artists work in terms of their environment,
drawings or paintings. You will notice that a lot of
the pieces are in fact, 2, comic book backgrounds and various other types
of scenes and interiors and exteriors are generally in two-point
perspective. It's the most common
type, and as such, it's the most important type of perspective that we want to learn in order to create our cool, dynamic
environment scenes. You use a bright pink here to help us now start drawing
in some forms where we're going to point out some key differences between one-point perspective and
two-point perspective. So the first thing I'm gonna
do is I'm going to just go create a vertical line, literally straight
through the horizon line down to the ground plane. And we have now are defined
vertical over here. Want to make the land waiting
there a little bit thicker. Alright, so we have a vertical. But now, unlike
one-point perspective, our horizontals are never
parallel in two points, right? Unless they're literally
on the horizon line. But generally speaking,
they are never parallel. So what we're gonna do now is pull from the top
of this vertical, I'm going to pull a
receding land down to the right vanishing point from the bottom of the vertical pool also better that right
vanishing point. Then we'll also pull some lands to the left vanishing
point here. And I'm going to add in
additional verticals. Right? Now, we have our box and we're kind of looking
at it at its corner. Certain two-point perspective,
you'll notice that you see a lot of corners in
this type of perspective. And you get a nice dynamic view. So if you look at
this particular box, you can see that we can really only see two sides of the box, but we can adjust the amount
of signs we see if we draw the boxes higher or
lower above the horizon line. And that is exactly what
I'm going to do now. So let's get another
box up here in the sky. Let's just place a
vertical down there. And I'm going to pull lines from that vertical
to the vanishing points. And I'm going to
allow these lines to define the actual forms. So I'll put a line there
and I'll put a line there. And now we can add
in these verticals, but we're missing the
base of this box. But the left hand
side vertical yeah, has helped to define one of
the lines for the bottom. So we'll pull that to its
respective a vanishing point, and then we'll pull the
line from the other vertical to its respective
vanishing point. And this is something that might be a little confusing to
you in the beginning. How do you know which
vanishing point to pull to? What you really need
to ask yourself is, what direction is the
form receding to? Receding to the left or the
right at a particular corner. But I'm pretty sure you'll get the hang of it quite quickly. So now we have a box in the sky. Let me just take out these construction lines just so we can have a nice
clear view of that. And you can see we have
a nice dynamic view of this box floating
up there in the sky. Because it's 2, it feels
great and it feels dynamic. It feels more 3D. One-point perspective because the front facing
planes are parallel, they seem a bit dull. One of the fundamental rules
of art and art fundamental, if you will, is that we want to strive to eliminate parallels. Now of course, in two-point, we're going to have
parallel verticals, as you can see in this scene. And that can't be
avoided because that is the top of
perspective that it is. But we can eliminate our parallels are a
lot of the parallels in the scene because we do not
have parallel horizontals. And that gives us
some nice asymmetry. And asymmetry and
odd is fantastic. It's wonderful. It helps the viewer buy into
the beauty of the scene. The brain finds
asymmetrical shapes, very interesting, and
symmetrical shapes, very boring. And as a teaser for what lies in the next lesson,
you may be saying, well, what if I don't want parallel horizontals
and verticals, right? So what if I don't want
parallel verticals? And that is in fact what a three-point perspective
is all about. It allows us to make sure
that our horizontals and verticals are not parallel, creating a more
dynamic scene and creating a particular
type of feel or particularly have
emotion to the way we've rendered those forms.
But I digress. Going back to 2 perspective, you want to keep in
mind that this is the most commonly used
type of perspective. And it's the most
normalized looking type of perspective where it's kind of mirroring how we see
the world around us. Think about it. Very rarely do you look at
an object directly front on. We're always kind of looking at objects from a slight angle. And so two-point helps us
imitate this top of effect. And so just like
one-point perspective, we can change the look of
the forms by drawing them bigger or smaller inside
our picture plane, by putting them above the horizon line or
below the horizon line. Soon we will also touch on
what happens when we move the horizon line within the picture plane and outside
of the picture plane, as well as what happens when
we tilt that horizon line. But for two-point perspective, we have two points. We want to keep them a good distance away from each other. Not too far because
things will be flat, not too close because things
will be extremely distorted. And we utilize these
two vanishing points to draw in a normal
last type of view, Viewport are normalized
type of way, right? That is 2 perspective. And I'll see you in
the next lesson.
11. Module 1.10 Drawing 3 Point Perspective: We're now going to learn about the final type of perspective
taught in this course. And that is a
three-point perspective. And as its name implies, it refers to three
vanishing points. Now, the scene I've
already drawn in front of us is a two-point
perspective scene. We have our picture
plane, horizon line, or left vanishing point, right vanishing point, and
their respective grid lines. If we just used this two-point perspective
scene to draw in, we would get very
parallel verticals and then converging horizontals. When we want to add
drama to a scene, a sense of epic
height or epic depth. That is when we will
want to use a third. And so we're going to render out a third grid line here and
a third vanishing point. And we're going to
see what having three points can do to a scene. The important thing with three-point
perspective is that we want to define the
vanishing point, which I'm using in green here right at the top of the page. I want to define it pretty
high above the picture plane, 2.5 to three times the height of the
picture plane itself. We want to define it. And the reason for
that is if we bring that vanishing point too close to the picture plane
or too far away, we get a scene that
is either very distorted when it's
close or very, very flat and you barely even notice the third being there. It's too far away. And so now we have a scene
with three vanishing points. And it's important
to also note that that third vanishing point
is not on the horizon line. It floats above
the picture plane, can move left, it can rewrite. It can be in the center
where I've placed it. The important thing
is you want to keep it a good distance away from that top border
of the picture plane. Let's now move into this
scene and actually draw in a form and see what that
third actually does for us. I'm just going to extend
this page width here. Bring us scene into the
middle of the screen here. And let's grab a pink color, bright pink, and we're
going to draw a box here. What I'm going to do
now is I'm going to use the green grid lines of the third vanishing point as
a basis for my verticals. So I'm gonna draw
a vertical here. Let's make that a
little bit brighter. In fact, I'm going to make the background a
little bit lighter. You can clearly see this form. So we've defined a
vertical over here on one of the grid lines of
the third vanishing point. And just like I would in
two-point perspective, I'm going to bring
receding lines down to the respective vanishing
points to build out the sides of my box. Bringing lines to the left and the right vanishing points. And I'm going to define
two more verticals. And so something here that is a key differentiating
feature between three-point perspective
and two-point perspective is that in two-point
perspective, our verticals are parallel. But in three-point, our
verticals converge. And of course, comparing that
to one-point perspective, we have parallel verticals and horizontals lines in
one-point perspective. So in two-point perspective, parallel verticals and
three-point perspective converging verticals
and horizontals. And it's really a great idea to check out people's art works and great environment pieces
that you've seen and determine what the kind of
perspective being used is. And that'll help you
to get a good feel for why they chose to use a
particular type of perspective. In the scene that
I've drawn here. We are kind of looking
up at the building. And the building seems
to be getting slightly smaller as it moves
towards the sky. And this is the
feeling of drama. And the main reason
we'd want to use three-point perspective
in a particular scene. Conversely, if we took
that third and put it at the bottom of the picture
plane, a similar hideaway. It would be as if we were
looking more down towards the street level or in a sense that things were getting smaller as they move to below us. And again, it's a
sense of drama. So three-point perspective is adding the drama of height or the drama of depth to the
forms that you were drawn. So let's rotate this scene here and you'll see
that perspective. There's no right
way up or way down. Now it's as if we are in
perhaps the middle floor of a very tall building
looking down at this building here
on street-level. And the building
is so huge that it feels like it gets really small
as it gets to the bottom. Again, this is to emphasize
a sense of drama. So that effectively is
why we'd use three-point. And it is a great
tool for adding drama and dynamism to a scene, but you don't want to use
this effect all that much. And you also don't
want to really do it in every single
piece that you do. Sticking to 2, as
I've said previously, is a much more
normalized feeling when you're creating
your scenes. Now, if we move the third too close to the
picture plane top border, what happens is our verticals
become extremely extreme. So you can imagine that if
that third was over here, we'd have some very, very extreme verticals that would look a little bit strange. It would look a little
bit crazy to have all these very
extreme verticals on, uh, Bolding and that we
will call distortion. It's going to distort just in the same way that if we move to the left and right
vanishing points together, we'd also get a lot of
distortion and too much of an extreme convergence happening on the sides of our objects. Conversely, if we moved
our third VP very, very far away, it would
barely be noticeable. So definitely keep that in mind. You want to have at, at an optimum position above your picture plane or
below your picture plane. Usually that is about 2.5 to three times the height of
the picture plane itself, where you'd like to place
that third vanishing point. So in summary, this is 3 perspective which
we use when we want to add more drama
to a scene and get a sense of scale or
********* to a scene. It's not really always a realistic way to
portray a scene. Two-point is more of a
normalized view point, but definitely considered
three-point perspective to be a tool in your toolbox that
you can use when you need to, to create that sense of
epic and drama in a scene. That's the end of this lesson, and I'll see you in
the next lesson.
12. Module 1.11 Stacking Perspective Types: One of the coolest things
about perspective is the ability for us to
stack perspective tops on top of each other
as much as we need to achieve the desired
outcomes that we're looking for in
our perspective scenes. In front of you, I've drawn a standard two-point
perspective scene. We have a left and a
right vanishing point. I picture plane, our horizon
line and our grid lines. So what I'm gonna do is
just go ahead and draw in a simple form on the
left-hand side here, using the grid lines as we would in two-point perspective. So I'm making sure that my vertical there is perpendicular
to the horizon line. So in two-point
perspective, I verticals are parallel to one another. And I'm going to just draw
a blocked form over here. And let's erase those
construction lines. And this shouldn't be any
major surprise to you. You've done two points and I'm pretty sure
that you get it. So there we have a
two-point block. Right? Now. What happens if we decide to go and add an additional grid at a different angle with
its own horizon line in its own vanishing
points, which is also 2. To take away the
first grid line, I'm going to add
in a second set of vanishing points in a horizon
line and on grid lines. And now I'm able to come into the scene and actually
draw in new forms, keeping the vertical
perpendicular to the horizon line and adding in a vertical there and doing the exact same thing. But now I'm getting
a very dramatic in a very dynamic form in the scene that is
completely different. And it's as if this is
another block flying into the scene from
the top right. Now, as I do this, you might ask the question, why would I want to
stack perspectives? Perspective seems
crazy enough as it is. Just keeping things
12 or three points. Well, if you can imagine a
scene of a space shuttle or some rocks flying into the scene from somewhere where you
want to have more drama, you want to have more dynamism, more sides being seen
of different objects. This is exactly what stacking
the perspectives of four. Think of stacking perspective as just another tool in
that stationary bulks of your prospective tools
that allows you to achieve the look that
you want in your work. You're going to have
a vision and this is another tool to help
you meet your vision. Yeah, we've stacked to two-point perspective scenes
on top of each other. And it allows us to
bring in this block in a very dramatic
and dynamic angle. Let's take that grid away and
see what that looks like. Still totally normal
looking, which is great. And one of the reasons it's normal looking is because we're using the same optimal
vanishing point placement that we would typically use for 2.1 of the VPs should
meet far away from the picture planes
border and one of the other VPs should be close to the picture
pains broader. And it can be, once again, it can be within
the picture plane. Just keep the distances quite similar as you
move the one in, make sure that the
further one out moves an equal distance out. Alright, but we've
stacked 22 perspectives. Let's add a one-point
perspective into the scene now as well. I'm going to take that sick and two-point
perspective grid away. And now we have a one-point perspective grid in the scene. And I'm gonna go and draw a one-point perspective
form in the scene here. So let's draw a
one-point perspective, rectangular box that is
facing us as the viewer. Just like I would, I keep the verticals and horizontals
parallel to each other. I bring my lines back
to the vanishing point. And then I'll build out
the rest of the form with additional verticals
and horizontals. And I'm going to erase
those construction lines. And I now have a one-point
perspective form in our two-point
perspective scene. Now something
that's important to remember when you're
doing this as you want to establish that
baseline perspective, seeing the baseline area where you are
placing the viewer, the viewer is quite
clear on where they are and their
relationship to the scene. And in this instance it would
be our 2 perspective scene. And of course this could
be 2 perspective or 3 perspective or
one-point perspective. But just make sure
that you're being very clear to the viewer where they are standing in relation to
the 3D dynamics of the scene. And let's take things
one step further. And let's now bring in a
three-point perspective grid. So it looks like a disk go. I know it will take that 1
perspective grid layout. We've brought in a
three-point perspective grid. And every time we stack this, we have new vanishing points
and new horizon lines, which can be arranged as you see fit to achieve the goals
that you want to the scene. And in this instance, let's use this grid here, this three-point grid to bring
in a giant shape that is so huge that it's
verticals are going to recede to its third
vanishing point. I'm going to draw
in a vertical here, and I'm going to bring it back. Let's just zoom out
here. I'm going to bring it back to the third
vanishing point. So it's bringing
a vertical here. I'm going to have this block
going right off the page. You want to see the
top of this block. And I'm going to bring a line from that vertical
and horizontal down to the right vanishing 0.1 to the left vanishing point to
establish our form there. And I'll bring a line up here from this point here up
to that vanishing points, that third vanishing points. Now the vertical there. Let's bring in another
vertical here. Gain up to our third
vanishing point. And we can now also pull from that corner to the left
vanishing point here. And from that corner to
the right vanishing point. Now we've got some
overlapping happening here. So what I'm gonna do
is first I'm going to take the grid lines away. And I'm just going to erase the lines that I
don't need to see, including mine, my
construction lines. So that we can get
a clear idea of the third vanishing points in the three-point
perspective that we've used to build this giant object so huge that it has convergence
on its verticals. All right, so take this s. And so what we effectively
have done here is we have stacked our types of perspective
on top of each other. That is the core point of this lesson is that
this is a possibility. Now, I know that perspective
may seem very complex, especially at this
stage for you. Don't freak out about this, just know that stacking
perspective is possible and it is
doable and it is useful. So it is another tool
for you you can use in your toolbox to create amazing, in-depth and appealing,
three-dimensional environments, as well as interiors
and other scenes. Utilizing this technique, you can stack the
perspective types. That's the bottom line, and I'll see you in the next lesson.
13. Module 1.12 Distortion in Perspective: If you're new to perspective, distortion is going to
be your worst enemy. You're going to look at
your scenes and wonder why they look a
little bit strange. In front of us. We have
a 2 perspective scene, but the vanishing points
are quite close together. They're not following
optimal VP placement. Not only that, because
they're so close together, we have narrowed
the cone of vision, something critical that we will be learning in module two. But before we get
there, What I just want to make you
aware of is that the most common reason for distortion is because VPs are
placed too close together. So you'll want to try
and avoid bringing your VPs too close together
in 23 perspective, if we look at these
forms as well, if these tile shapes, we can see that there's lack
of flow in their look and feel kind of have really
stretching sides to them. And you can see in this
block in the frontier hearts bottom corner really stretches in a strange way towards us. This top luck, yeah, it
seems like something we may never actually perceive
in the real-world, at least in terms of how
we as human beings see, it's just a little
bit strange and there's some strange
stretch too. It's top-right corner suddenly
to the form on the left, the rear planes are
just bending and it's kind of a strange angle,
doesn't look normal. Again, we have this
stretch happening in its front-facing
corners here on the left. So distortion
introduces a feeling of weirdness or awkwardness. It can certainly be used as a creative tool if
that's what you want to introduce into
a particular scene. But more often than not, the viewer of the scene
might feel that there is something wrong or weird or messed up with
the perspective. And so typically, we'll want to try and avoid the distortion. And the number one
way to do that is to ensure your vanishing points
are placed optimally, or at least are placed at sufficiently further
distance from each other. Don't forget those recommended
optimum placements as we've learned about
the types of perspective. Now there is a more
technical reason as to why we have those
optimal placements. And really that comes turn to something called
the cone of vision. And we will deep dive the
cone of vision in module two. For now, especially as you
engage in your assignments, just be aware that if you do place your
VPs too close together, your scenes will look a
little bit distorted. So keep that in mind
as you move forward. That's the end of this lesson, and I'll see you in
the next lesson.
14. Module 1.13 Isometric Perspective: In order for you to have a well-rounded view
of perspective, drawing fundamentals, I wanted to briefly cover
isometric perspective. And effectively, isometric
perspective uses axes instead of a vanishing points in order to create a pseudo type of 3D. Isometric perspective
is great for industrial design and
creating objects, and also doing pseudo
top-down views of scenes. But it doesn't have receding. So it's really not that useful for us in terms
of wanting to draw environments that
appear to be in a realistic world setting. Let's take a look at how
isometric perspective works. In front of us. We have an isometric
perspective grid. And if you look carefully, it would seem like
there are a lot of cubes stacked on
top of one another. In this grid, we
have three axes. We have an x-axis, a y-axis, and then we
have a vertical z axes. And utilizing this X, Y, or Z type of system, we are able to draw
out 3D base forms, which we can then shape into the objects that we
want them to be. You may know the system is
an XYZ system of drawing may have seen in mathematics or technical drawing
types of classes. And it is very useful, especially for product design and architectural
types of design. Let's go ahead and
utilize the grid and this XYZ system to draw
out some 3D forms. I'm going to use
the line tool here. You can also use
a ruler if you're working on paper, you
can print this out. I have provided
these grids for you. I'm just going to
draw out some forms. So I'll create a nice long
rectangular form here. And it's almost like
having instant 3D. Now, as I said, a key thing to remember is
because it's based on axes, we don't have vanishing points. And so when we draw something further away or
into the distance, we won't have that recession. We won't have things
getting smaller as they move away
into the distance. And that's why isometric
perspective has pretty much limited
use for us in terms of drawing and environments
that are supposed to be in a realistic type
of world where we have realistic types
of perspective. You can see that the scale
doesn't really change. And effectively It's
like an eternal plane. It just goes on and on forever. Once again, grateful,
kind of top-down planning views where
you want to plan a town view or
something like that, are great to use
if you wanted to pre-plan particular piece of architecture and audio pieces, but ultimately not
overly useful. That said, I really wanted you to know about
isometric perspective. I know that it was quite fundamentally different
from the other perspective, Tubbs we've learned,
but still a tool in your toolbox if you want
to use it. Let's move on.
15. Module 1.14 Three Point Perspective Lines Shortcut: As you may have noticed, in the optimum VP
placement, God, you need a lot of
vertical page space in order to accurately placed
that third vanishing point. And sometimes it's
really just impractical, layering three or four
pages high when you're working on paper or creating
a very tall document, if you're working digitally, it's just not really practical. And so a great shortcut
is to really just wing in those verticals
in a logical way. And so I'm gonna give an example here of how you can do that. And what I'm gonna do really is around the middle of my scene, I'm just going to put a
really straight line. And I'm going to create a subtle convergence of these lines as we move further out towards the edge of
the picture plane. And really this is an adult or a winged in three-point
perspective. And it's not obviously
100% accurate, but at the same time, it's also not going to be very noticeable in terms
of its accuracy. So this is a quick way to get in three-point perspective
without having to actually explicitly
define that third. Now when we're doing
this type of art, where we're drawing imaginative
scenes and interiors and things like that
where accuracy is not a huge deal, we can do this. However, if you need
measurements specific accuracy, then you'll really need to
go ahead and put in that exact in specific
third vanishing point. That's in this lesson. I'll see you in the next module.
16. Module 1.15 Lets Talk Perspective!: As we approach the
end of module one, Let's just take a minute to talk about perspective a little bit more and just elaborate
on a few extra touch points. So the first thing is the extent that we use perspective as artist's perspective has
a myriad of tools and can be used for a lot of things that can be
used for architecture, for example, it can be used for industrial engineering to create complex components
for machinery. But we, as artists,
we're not going to necessarily use it
to that extent. It's not saying that you
couldn't, you certainly could. But when you're doing
environments and backgrounds, we don't need to do extremely complex things
with perspective. We aim to really
use it to create the 3D space and
the big 3D blocked objects that we need so
that we can create and in throwing in an appealing
environmental background piece. So think carefully about
the extent that we use perspective and don't allow the depth and the complexity
that you can achieve with perspective to put you off learning the
core fundamentals, it's a very useful tool. It's just really memorize
those core fundamentals and you'll be good to go for drawing environments
and backgrounds. The second thing that
I want to touch on is that the type of
perspective that you use does not necessarily imply the dynamism or
complexity of a scene. So what this is, it's not to say that one-point perspective is a worst kind of perspective than for example,
three-point perspective. Three-point perspective, it can achieve a certain effect
and a certain feeling. 1 can achieve a
certain effect and sudden feeding and
adhere to as its uses. And similarly for
two-point perspective, it has its uses. So basically, you use the
point perspective that you feel is going to work best for the scene that you're
trying to portray. Now, nine out of ten times 2
perspective can do it all. A very versatile
public perspective. But when you need those
angled verticals because you want to increase height
or depth in something, then you'd use three-point. And if you really want to create a symmetrical right tunnel type of scene than 1 is your go-to. But keep in mind
that the types of perspective points you use does not imply greater levels of complexity in the
scene necessarily. It's really just there to help you reach your vision
for the scene. And then regarding
your assignments, your primary job really
is to fully understand each type of perspective
and the perspective tools. So once you get it down,
once you say, Well, I really understand 1.2.3, there is no need to continue
doing these exercises. You don't have to draw 10
thousand perspective grids and 10 thousand blocks just to try and force for
meaningless reasons, drawing more of these things. It's not going to help you do your assignments until
you are confident you fully understand the types of
perspective and the tools. And then last but not least, before we can move into our awesome and creative
environments drawing process, there are a few more
things we need to learn in terms of
camera control, as well as a few great
perspective techniques that will help you draw AD
perspective scenes faster. So let's get right to it and I'll see you guys
in the next module.
17. Module 2.1 Controlling the Camera Angle: Welcome to module two. We will be taking a look at how to control the camera
in perspective. In this lesson, we're gonna
be taking a look at how we control the camera angles,
specifically in perspective. And the primary way we
do this is by moving the horizon line up or down inside and outside
of picture plane. Let's take a deep dive at what the potential
camera angles are. When we move the horizon line. On the left-hand side, we have
a side view of the scene. It's a very flat
iconographic view. And on the right-hand
side we have the perspective scenes
that have been drawn out for these viewpoints. So let's start with our
mid angle view here. And essentially what we
have is we have the camera looking directly straight
on into the scene. And this is our
typical viewpoint. We're looking straight
into the scene. It's a very
normalized viewpoint. You can see that the
horizon line here, it's kind of inside the scene a little bit lower than center, and that's our mid angle. But when we start moving
this horizon line, we can then create some
very dramatic effects. We can really control how the viewer is
perceiving the world through the window of the picture plane or
through the camera lens. And so we have the
high angle here. The horizon line
has now moved up, and this causes the
camera to look down. And so this gives
us a high angle. We're flying above
the world in a sense, we can see here that
the camera angle is up, the camera is up in the sky and it's looking down
into the scene. And then conversely,
when we move the horizon line
down into the scene, then we get the effect of the viewer looking
up into the world. They're looking up into the
world and we're placing the camera low on the
ground and tilting it up. And this gives us our low angle. And quite simply, that
is how we can control the camera angle in a scene by manipulating
the horizon line. Now you definitely want to go
ahead and give this a try. Move the horizon line up,
down inside, outside, far out of the picture plane or near to the borders
of the picture plane. And really give
it a shot and get a feel for controlling
the camera angle. The camera angle is
quite important, especially when it
comes to composition, because the camera
angle you use can change the way the scene
feels to the viewer. Is it a scary scene? Is it a terrifying
scene where they're diving down into
buildings as Spider-Man, for example, flying over
the buildings or something. Are we looking up to
a mighty skyscraper? These types of angles can
really have an effect and an impact on how
the scene feels. Something you want
to keep in mind is that when the
horizon line moves up, the camera looks down. And when the horizon
line moves down, the camera looks up. This can seem a little
tricky and confusing, particularly semantically
like when you're saying it. But basically, this
is in a nutshell, how you control
the camera angle. That's it for this lesson, and I'll see you in the next lesson.
18. Module 2.2 Spacial Zones of Environment Scenes: Creating our environment scenes means we need to
learn how to control the amount of space that we're creating when we're drawing
out our perspective. And what we do is we simplify these spatial areas utilizing
a system for spacial zones, which we call the foreground, the middle ground,
the background. And in instances where
you need to use it, the extreme foreground,
we're going to utilize some photos to help us get an idea of how this would work. And then we're going to
replicate this theory when we get to drawing our
actual perspective. Scenes are imaginative scenes. In this scene, what I'm gonna
do is I'm going to mark out the various spatial
zones as I see them. And so here in the foreground, we have a bunch of sand. And I'm going to use F, G just to simplify foreground. And in the middle ground, we have the Min and the
structures of the trees. And this would take up
our entire middle ground is spatial area. Then of course we have the
sky in the background. Now, of course this is
a big simplification, but the key thing to
remember here is to not see them as a
foreground plane, a middle ground plane
in a background plane, but to rather see them as three-dimensional
spatial areas. That there is depth
in the foreground, in depth in the middle ground, and of course, depth
in the background. We've got these
three spacial zones. Let's take a look
at another image. Here we have a portrait
of a girl portrait photo. And what we have is
we have the girl very solidly in the foreground. So she is the
foreground element. And then in the
background, very blurry, but it's still visible, sorry, the middle ground, the
trees and the fence. Whatever. This may be a
wall and the floor here, and this would be
our middle ground. And then we see some
sky in the distance, and that would be
our background. Right? Let's take a
look at this scene. Once again, we have our three main spacial
zones are foreground, which really helps the viewer to know where they're standing. In a sense, our middle ground, which is somewhere around here. And then our background
where things really start to go far off into the
distance over here. And typically most of the
action in the scene or the focal points will typically
be in the middle ground. You can have focal points. The main thing that's happening
in the scene, happening, a leading one in the foreground that then
jumps to the background, but then the main one is
in the middle ground. The middle ground is typically
where the action happens. And our background really tells the story of the greatest
story of the world. What the rest of the world or the rest
of the scene is like. The foregrounds purpose
really places are viewer, whereas our viewer,
the foreground, is utilized to give us that idea of whether viewer
has been placed in the scene or to help them to feel like their role is in this
particular image. Let's take a look at
another scene over here. Once again, we have
these breakdowns. Once again, I'm
going to start with a background in this time. So first off, we have our background here,
the distant world. And then we have
our middle ground, which is around here. And most of the actions taking place in this
middle ground area. Well, let me extend that into the water a little
bit more here. This is around the
middle ground. You can see here this is really the focal point of this image. And then we have our
foreground areas, kind of placing the viewer. But what we also have
in this image is an extreme foreground
element, right? We'll just call that E,
F, G extreme foreground. And this is, these leaves that will almost right on
top of the camera. It's an extreme
foreground element. This could be many things
in these types of scenes. This could be a middle ball coming right in
front of the camera, for example, or some chains hanging down from a roof, right? Those are extreme
foreground elements. We will go more in depth about
these spatial zones when we move onto our composing
of environments. But at this early
stage of the course, I want to make you aware of how we treat and look at spatial
zones, environments. So that when you're thinking
about your fundamentals, you will really have the theory
of foreground background, middle ground, and of course, the extreme foreground elements. The end of the
lesson, and I'll see you in the next lesson.
19. Module 2.3 Camera Perspective Shot Types: Now that we've learned
how to control our camera angle utilizing
our horizon line, I'm going to take a look at
some cameras shot types that really help us to
imply the story, communicate the feeling and
emotion that we want to have that scene described to the viewer through
the camera angle. I'm going to take a look
at nine types of shots. And really this is not
an exhaustive list and it doesn't exactly mirror the top of shortlist you
might see when you're studying for mammography
and things like that. However, we're looking at this through the perspective
of through the lens, if you will, of
environment drawing. We're going to take a look
at these shortstops and also know that they can
share shot types. A single type of shock
can share some of these shortstops that
we're going to look at. The first shots that we're
going to take a look at is the close-up shot where we need to utilize perspective
to draw in the scene. But the perspective and the
environment is not really the key focus where we have a subject or an object that is really close
up in the scene, usually in the foreground plane. And the perspective is
being used to draw out the background scenes,
the background areas. So this is a close-up shot. And usually we will have
that focal points taking up a large amount of space or significant amount of space
of the entire picture plane. And here we can see these
rocks in the foreground here and a expensive environment
in the background. But clearly environment
is secondary in terms of the focus
of these rocks. And also when we have
portraiture type of scenes, characters or animals
in the scene, We want to be able to create that 3D space
in the background, even though the prospective itself is actually
quite minimal, you take a look at this
portrait seen really, we're only really
getting perspective from the Amarice that her arm is resting on with
the little puppy, that middle bar and perhaps
the ground a little bit. But then of course,
something more industrial looking
like this kid, all these kettles on the stove, we'd need perspective
to correctly get those kettles in and to
get that stove top in. Nevertheless, these
are close-up shots are typical type of shot that we tend to use
for environment. Paintings, environment
drawings is the medium shot. And usually a medium shot is describing a shot where
you can typically see a full human body or the full extent of a
thing in the shot. But it's not from a
very far distances from a normal viewing distance. And also your medium shots
have the view at typically looking at the scene from
a standard eye level. And here you can see we have just kind of it's
standard eye level. We're standing on the
beach and we're looking at this city down here. And it built on the
mountain and what have you, but it's from a very
normalized angle. Similarly, an interior
medium shot here of a house got a little bit of distortion from the camera
lens that took this. You can see the piece of
wooden door on the right. It's kind of bending
a little bit. And that's because
it doesn't have the VPs are a little
bit too close together, if you will, in the
camera lens per se. But anyway, this is
a medium shot of an interior and it's just
your normal viewpoint. Now, something I
want to say about medium shots is they're great, they're versatile, but
they're also overused. So I would encourage you to
add a little bit of a tilt, add a little bit of a camera
angle to your medium shots, make them slightly high
angle or slightly low angle. Because they can get boring very quickly because
they're the easiest to do. And then the most common, commonly done top of shot. Right? Moving on, we have
our long or wide shots. And really the purpose of
the lung or the wide shot is to show vastness, Epicurus, to show scale, to show distance, to show depth, and far
into the distance. And so here we have a few
examples of long or wide shots. The focal point is usually small in the scenes
and seems distant. It's usually in the
middle ground plane, but it seems some distance away. And you also get an
opportunity to showcase a scale when you're doing
long or wide shots. In this instance, we can
see the town on the right. It's scale compared to these epic mountains and all the tiny little
trees on the mountains. So these are our
long or wide shots. Few more examples here, showcasing that mountain
peak bottom left, and then the boats the top. So these are some examples or along and iWatch just think big, vast, epic in scale. And of course, a
lot of fantasy art tends to be long or wide shots. But again, it can also be a cliche if you
don't implement it. Well, because we're
used to seeing these vast fantasy
landscape paintings and drawings and so on. Then we have our
ultra wide shots here you can see the
picture plane has been significantly
extended in its width. And really the ultra-wide
is just an exaggeration or even further dramatization of your typical long or wide shot. We were showing scale and fastness and just
a lot of space. Here we move on to
the high angle shot. We've talked about
in terms of how we control and get these
types of shots. And as we move through these
examples, ask yourself, hey, where is the horizon
line in the scene that I can use to draw out
my own high angle, a low angle shots. So here you can see the
horizon line is very close to the top border
of this picture plane. And we're looking down
into this river and into this crazy looking mountain
type of structure here. Similarly, a low
angle shot of a city. The horizon line in
this instance is outside of the scene. And that's helping us to
get this low angle view. Obviously these are photos. The camera was
just pointed down. But if you were drawing this type of scene, you
have to ask yourself, hey, where is the horizon line
to achieve this effect? It has an interior angle
shot with a person in it. Of course, a lot of
perspective will be needed here to achieve this effect. Here's some more examples
of high angle shots. We're looking down
into the city, down onto the road,
down into this leg. And ask yourself, what kind of feeling is evoked by
a high angle shot? What does it tell the viewer? What does it make the
viewer feel like where we're placing them in the scene? What are we communicating with? A high angle shot. And then we have aerial shots, which are effectively
a high angle shots. But we're usually trying to make sure that elements do
not pass the horizon, or very few elements
past the horizon. The horizon line specifically, when we keep things
under the horizon, it gives a view with
a feeling that they are above the clouds,
that they are in the sky. They're flying over structures
different from high angle. High angle gives
you a, I'm looking down on something,
point of view. Aerial shots gives
you the feeling of flying over something. And so really, you can see
in this instance as well, we only have one
or two skyscrapers poking above the horizon line, but typically everything
else is below it. So it makes him feel like, makes the viewer feel
like they're in the sky is a few more examples
of aerial shots. Here we have a low
angle city shot. We're looking up. And we want to
think about what is the feeling that is evoked
when we look up at something, perhaps it makes the
viewer feel small. And it shows the
scale of structures in a very grand or
very epic kind of way. You want to ask
yourself as well, where is the horizon line? In this instance? You may have a more natural
low angle shot seen. We've got the camera very
low to the ground here, looking up at these very
strange rock structures, where is the horizon line
in this type of scene? Here's a low angle
interior scene, very futuristic
looking structure. Over here. A few more examples of low angle shots in
different environments. And ask yourself, what
can this do for MSG? What kind of story
implications are there? When I choose to draw seen
utilizing a low angle. Then we have our top down shots. These can give you good
map views of things. Give you, gave your view with the opportunity
to look down at a table of food, for example. Typically these are drawn
in one-point perspective. So you have a lot of flatus
shapes coming towards the viewer and receding down to that one-point
perspective. Great for these types of shots. Then we have what is known as a Dutch tilt with
the horizon line itself is not parallel to the top and the bottom
borders of the picture plane. The horizon line is tilted, either left or tilted right. And it can give a
certain feeling or a certain effect to an environment scene where
they're making it seem like we're flying into the scene or making it seem like there is some level of chaos or something awkward or
different about the scene. These are Dutch tilts. You can see here
that the horizon line physically has to be tilted in order to still draw
the correct perspective, but with the picture plane or a camera lens ready
looking at the world, at it tilted angle. There's a few more examples
of Dutch tilt scenes. Once again, these are
the primary sharp tops, and I want you guys to understand these in
terms of their tools. And there are box that
needs to be checked when you're thinking
about drawing a scene. Don't just be like, Oh,
well, I want to draw castle in the mountains. Now sell yourself. Alright, What feeling and mood to do
I want to evoke in what shutter type is
going to be the best for the type of scene that
I wanted to communicate. So think of these shortstops
and choose a sharp top that you feel best fits
your vision for the scene. Try to avoid using just the medium or long
shots for everything. Definitely strive for
some high angles, some areas, some low
angles and so on. And mix it up, mix
and match these types of shots to get some
unique types of angles and perspectives
on the world so that you are drawing those in a nutshell, RR camera shot types. Once again, keep
in mind that they can be utilized together. And also that really they're
not an exhaustive list, but there really
are fundamentalist. And we're looking
at these cameras, shots through the lens
of environment drawing. That's it for this lesson and I'll see you in the next lesson.
20. Module 2.4 Picture Plane Aspect Ratios: We're now going to
take a quick look at picture plane aspect ratios, which refers to the width
and height relationship of a picture plane to give us a differing size
of an image area. And this is important because
Games, films, mobile games, and animation, may have
specific requirements. And so you want to tailor
your picture plane to where you're going to be displaying this particular type
of environment. So the first aspect ratio
we're going to look at is the one to one aspect ratio, the one width to one
hot aspect ratio, which produces a square. This is great for
social media such as Twitter, instagram, Facebook, where you can make the
maximum usage of the space available to you in those feeds. Square aspect ratio is
not really commonly used for other things
outside of that, of course, you could use it in print
as well, but really, it's great for social media
and online related things. The next aspect
ratio we're looking at is the old-school TV. Now I've put this in here really just as a point of reference, where we have a ratio
of four by three, really didn't
provide the breadth of the wind screen
effect that could allow directors and filmmakers to really showcase
broadest scenes. And so it has been abandoned in favor of today's most
common standard, which is the HDTV widescreen, a ratio of 169. This is by far the most
common aspect ratio. You'll see a lot of
environmental drawings taking up this aspect ratio and also
the vertical version of it. So there are a lot of
HDTVs that are 16 by nine, a lot of computer monitors and even a lot of mobile phones. And so this aspect
ratios great to adopt, to base, to showcase your
content on those devices. If you're drawing for
those types of devices, of course, if you're
drawing more footprint, you don't really worry about
aspect ratio that much because it's primarily
a bad display. Displays and screen ratios and allowing the content to display correctly on those screens. Now the widescreen litter
box aspect ratio of 1.8521 is a common
cinema standard. This is the one that
often results in a black bar at the top and
the bottom of your movie that you're usually watching
on your TV because it's slightly wider than 16 by nine. Then we have the
2.3521 aspect ratio, which is known as cinema
scope or ultra widescreen. A lot of movies are adopting a V cinema scope aspect ratio. It feels a very engaging,
it's very wide. It allows the directors to get a very broad amount of
information into the scene. It looks very appealing. But nevertheless, these
are some aspect ratios that are applied to
different devices in different media formats. Specifically if you're
wanting to draw scenes that are going to
be in the film industry, in the game industry,
aspect ratios or something you
want to be aware of. And I wanted to include it
in the course just so that you felt more equipped when
it came to aspect ratios. And when they're
mentioned to you, you know what they're
talking about. So keep in mind picture plane, aspect ratios and the width and height relationship
and how it relates to the Media tab you
may need to be drawing for. See you in the next lesson.
21. Module 2.5 The Cone of Vision: Avoiding Distortion: In this lesson, we're
going to take a look at something called
the cone of vision. And you may remember
me mentioning this in module one
when we looked at distortion and
avoiding distortion in our perspective work, right? Now, we want the viewer
to feel like they're looking into a world in
a normal sense, right? Things aren't warped or weird or look a
little bit unusual. We wanted to present our world abnormal or
understandable 3D space, and so we want to
avoid distortion. Usually, the way we do this is by utilizing something
called the cone of vision. Now, this can be a
very technical thing, but it's also very simplistic. Yet I want to add
that I'm going to show you and give
you tools that you don't even necessarily
even have to think about this really very much when you're drawing
out your scenes. Nevertheless, for you to be well-equipped and to have a hardcore understanding
of how this works. I'm going to be teaching you
about the cone of vision. And then I'm going to
show you how you can easily calculate
this for yourself. So first off, we have seen here and we've got a bunch of blocks. And it's very similar to
the scene in module one, where we can see that sort of stuff in the middle
of the scene here, this block and this block, they look very normal
and easily understood. But we start having weird
stretching and distortion happening as the blocks
move away from the center. So we have our VPs, yeah, let's call this VP left
and this one VP rights. And we have a horizon
line over here. So it's just a typical scene, but we don't necessarily
have a picture plane here. And of course, you
may have heard me mentioning optimal VP placement, which is in relation to the picture plane that
you're utilizing, right? Anyway, moving forward, what
we want to do is understand how can we avoid this kind of distortion?
How can we avoid this? We want to draw our entire
scene in the safe zone, but how do we know what zone
is actually safe to draw in? Especially if we don't have
optimal VP placement, right? So this magical zone here, which I've marked out in pink, is in fact the right safe zone. And it is in fact 60 per cent of the space between VP left
and VP right, right. So this distance here is roughly
60% of the space of the, 100% of the space of the
entire horizon line, right? So really it's just 60%
of the space and we've drawn a perfect circle there. And anywhere that we
have 60% of this space on this horizon line in this circle will be
normal looking, right? It will be our cone of vision. This is one way
of looking at it. We will do a more
simplified version of calculating this just now. Let's take a look at a
technical view of it, right? Don't be panicked if
you still don't get it. We're gonna go through it. All right, so what
we have here is a more technical view of how to calculate the current of vision. And really the cone of
vision again is that zone within a created
perspective grid that gives us a normal view that will
allow things to be drawn in a normal looking when normal type of 3D that the
viewer would see. What we have here
is we have vp left, vanishing point, left,
vanishing point, right? And we have our horizon
line over here. I'm going to call it H L. And then we have this
special zone down here, this pink dot, alright? And this pink dot
has different names. Some people call
it the magic spot. But its technical name is
actually the station point. You'd like to think about
it in the way that it's the point almost
where the viewer is standing in relation to the scene that you've produced with your vanishing points, your horizon line,
and your grid lines. So it's almost with a
vision of the viewer is in relation to the
scene that you've created. And what the station
point really is is it's a position down the
center of space between the vanishing
points where each VPs receiving line to each VP
meets at a 90 degree angle. Alright? So you can see this is a
90-degree angle over here. And normal human vision, more or less an approximation, you can call it a thumb rule, is around 60 degrees. Alright? And so what we then
do is we calculate 30 degrees on each side of
our halfway point over here. So 30 degrees on the left and 30 degrees on the right
giving us 60 degrees. And from this station point, we then draw out two lines
up to our horizon line, and that gives us two locations. And what we can do is
if you were working traditionally or, or digitally, you can utilize a
protractor and draw a perfect circle around
your horizon line. Utilizing those
marks that you've made from the 30 degree point. And you now have the
cone of vision region, the space between
vanishing point left and vanishing point right, where anything you draw. In this zone right here is going to look
normal and anything outside the zone
is going to look distorted and
stretched and weird. Right? Now you might
be thinking yourself, my gosh, this is terrifying. Am I going to have
to do this for every perspective
scene ever draw? This seems like mathematics or some crazy level of science. I'm not interested in
drawing environment anymore. Please hold on a moment. All right. You don't need to do this. I'm going to show you
an easy way to do it. First of all, if you
do want to do it. But then in the
very next lesson, I'm going to show you optimal
VP placement so that you don't even have to worry
about this, right? Butt. Again, I want to say, I
don't want to teach you some basic color by
numbers information. I don't want to give you a
color by numbers education, I want you to be well equipped and that's why I'm
going through this with you. So bear with me so we can get
you to a pro level in IT, pro level of
understanding, right? Let's take a look
at the easy way. The easy way really is whenever you have a horizon line, okay? It's just drawn a horizon
line here in blue. Actually, let's just keep it red because we've been using rid horizon line is
this whole time. And I'm going to put a
left vanishing point, right vanishing point,
left vanishing point. This is our right
vanishing point. We now have some space
in between here. Let's use green to
indicate that we've got some space in-between. Yeah. So let's say all
of this space is equal to 100% of the space. So all you need to do is divide this into getting
60 per cent of the space. So let's go along our line
here, and let's just, let's just eyeball it
and you can totally eyeball it because I promise
no one's going to notice. And let's say this is 50
per cent of the space, or at, that's halfway. So that's 50% of the
space in the scene. Cool. Let's add a little
bit extra and just get a thumbs 60% of the space. Great. Now what I can do
is say, All right, this area here from the left VP to towards the right BP
is 60% of the space. And I can then go
in, grab a circle. I'm going to use the
Ellipse Tool here. And I'm going to draw a
circle in that is that size. So let's see if we can
get roughly right here. I'm moving my circle in cats a little bit
big, but it's okay. I will resize it shortly. Going to put some
lines on there. We can make it blue,
It's fine. Okay. And I'm going to
resize it so it fits nicely into my 60% zone. And this circle
represents our cone of vision and anything we
draw that in this circle, regardless of its position
on this horizon line, will be not distorted
or won't be distorted. It'll look normal. So you can in fact
move this circle along any way you'd like
on the horizon line. And everything in this zone is going to look
great because you have to keep the circle at a particular position and
then draw your scene. You can keep moving the
circulation drawing you've seen, then you're going
to get distortion. Alright? But now you might say, hey, what about
the picture plane? So if I've worked out
this cone of vision, of normal viewing, where would
I put the picture plane? Quite simply, your
picture plane would be drawn within or around, roughly around this zone. So for example here I can put
a picture plane over here. And you can see that we've got some areas poking out, right? So this zone here and
here and here and here, poke out of our current vision. And that is true that yes, those areas would experience some slight distortion
if you were drawing blocks and
things in the corners. But as you're going
to learn in terms of environment at
drawing composition, we don't put anything in the
corners anyway, Alright, so it doesn't really matter what's happening
in the corners, even if there is a slight
amount of distortion. And on that note, obviously, as things move away from
the cone of vision, you experienced more and
more and more distortion until things don't
really look 3D anymore. So there we have the basic way to figure out the cone
of vision in a scene. We've also looked at
the technical way of how you calculate this. And please, if it is confusing, you go through the
list again and take a look at the mathematics of it. But I want to end by saying, I want you to confidently move forward knowing that just
knowing this is enough. Because I'm going to show you optimal VB placements
so that you don't have to worry about
where your vision is. Because when you learn
it, the optimal VB placements and there's
really only a few of them. They're very easy. There's
only 33 rules to this, which we'll learn
in the next lesson. That you really don't have
to think about this anymore. But knowing this does make you a more well educated
environment, drawing person and environment
painting person as well. Alright, so that's the
end of this lesson. I'm very excited to show you the very easy way to do
this in the next lesson. So I'll see you guys there.
22. Moduel 2.6 Quick Optimum Vanishing Point Placement: In this lesson, we're
going to take a look at optimal vanishing
point placement in the three types of
perspective we've learned. One-point, two-point, and
three-point perspective. And what these optimal vanishing point
locations are going to do is they're going
to allow us to have a relatively good
current division, making sure that our viewer sees the world normally without
too much distortion. So let's get straight
into looking at our one-point perspective, optimal vanishing
point placement. So of course in one-point,
we have one vanishing point. And typically, you will
want this to appear somewhere in the
middle of the scene. These dots that I'm
drawing represents possible one-point
perspective locations. You might say, well, why can't we move the
vanishing point far to the left or far to the
right or what have you. And the reason is
when we do that, we might as well in fact be
drawing a to point C because we're cutting off a section of the viewable image range
if you can imagine it. And similarly, we don't want
to have our points far, too far to the top or too far to the bottom of
a picture plane. So the rule with
one-point perspective really for optimal
vanishing point placement, its place that single
vanishing point in the middle of the scene. If you wants to have a passageway on the right-hand
side where characters, for example, looking to
the right-hand side, there's a passage into
the left-hand side. There's another passage
or it's just a wall. Two points is still
better for that. So strive to always keep your vanishing points in 1
in the middle of the scene. And of course, if the vanishing points are in
the middle of the scene, then your horizon lines will be relatively in the middle
of the scene as well. So you can go ahead
and really keep your horizon lines
relatively in the middle of the scene while we're doing this because we want to
avoid distortion. So really these other
zones where you want to place those vanishing points
in one-point perspective. Let's take a look at
two-point perspective now. And in two-point perspective, the general rule
that we want to have is that we want to have
one vanishing point close to the border of
the picture plane and another vanishing point far regardless of where you
place the horizon line. So for example,
in this instance, we will place the
left vanishing point here close to the
border and the right vanishing 0.45 or six
times the distance away. And relatively speaking, this will give us a great
cone of vision when we're talking about are 16 by nine aspect ratio over here. You can see that when we look at the space
that it takes up, it's roughly that 60 per cent that we have
previously discussed. Alright? But things change a
little bit when we go to our vertical picture plane
over here and nine by 16. And the reason they
changes in order to keep this entire picture plane
space in the vision, we actually need to introduce
a much longer horizon line. So let's place a really
long horizon line in here. And we need to keep
the same rule, one vanishing point closer to the border and another
vanishing point further away. So let's do that. One closer and let's put the
other one very far away. But Bye. Doing that. We're not going as close as we would overhear. You can see we're really close, but here we're
somewhat further away. And the reason for that is
we simply want to make sure that whatever the
60 per cent spaces, Let's say it's around here. 60% design, which would
be something like that. That we're encompassing the entirety of
this picture plane. And it's okay if a little bit of the corners poke out
in terms of vision, we don't really use the
corners much for composing, but you want to make sure
your horizon line over here is a little bit longer
and that your spacing, your vanishing points left and right a little bit
further away to make sure that we're getting
the entire picture plane in that 60 degrees, 60% spatial area of
a cone of vision. So that is our
two-point perspective, optimal vanishing point
placement, right? Let's move on to
our three-point. Now, you can see we've made the picture plane is
really tiny over here. That's because we need to place that third vanishing
point really far above the pitcher plant. And so the same rules apply
for the horizon line length in terms of the vertical here and the placement of those VPs, the same rules apply. We will have one VP
close and another far. So for example, 16 by
nine aspect ratio, one here will have the right VP close and the left VP, vp far. And that's the very same rule
as two-point perspective, optimal vanishing point
placement, right? And then similarly, we want a nice long horizon line
here for our vertical ones. So we'll say this
is the close one. And let's place this one far. And that's the same as our 2. However, where the
difference comes in is that we need to make sure that we place
our third vanishing point. Well, the place we
want to put this is relatively three
times the height of the picture plane, alright? Three times the height of the picture plane in our 16
by nine aspect ratio here, let's just say it's
relatively 123, it's relatively
somewhere up here. These are vanishing
points that we can place and literally will float up here in the sky
above the horizon line. And of course you
can flip it around. So this third vanishing point
up here can be also be low, the picture plane, right? So you're looking down
or you're looking up or what have you or
things are bending down, your verticals are bending down, or your verticals
are bending up. So you want to have that
three times the height of the picture plane so
that you don't have too much of an extreme
degree of bend on your verticals when
you're pulling down from that vanishing point. Right? Now, exactly the same
thing applies when we're looking at an unbiased
16 or a portrait view here, we're going to go up one to around three in terms
of the height here. And we can place those
vanishing points up in the sky, could be anywhere there. And you can see that I've picked this middle
vanishing point on our 16 by nine
aspect ratio here. And typically you
want your third VP to be somewhere in the middle
of the picture plane, just so that, for
example, if a building was going up or down, it was moving in a
logical fashion, right? That the angles are kind
of pointing to the middle. But there's no hard
and fast rule here. You could use one on the left or one on the right,
whatever the case may be. The main rule, this three times the height
of your picture plane. You want to place that third
vanishing point really, really high above
the picture plane. It's the same rule as the
2.1 close one for one VB, close one v before, but we're adding that third because it's three-point
perspective, we want some nice
Bending verticals. And so we're going to place it really high above
the picture plane. And in a nutshell, those are the optimal vanishing point
placement guidelines. Now, I hope that this hasn't been overly confusing,
overly complex. Just think about the
optimal place to put the vanishing points
in 123 perspective. I strongly urge you to
memorize this off by heart. It will save you a
ton of trouble when you're drawing your perspective
scenes and integer. Addition to that, I have made an optical VP point
placement guide to using just a 16 by nine
picture plane for you. This is a resource for
you and it's just really describes in brief exactly
what I've discussed. And each of these
dots, as you can see, the gradient of color changes from blue to red just shows you the distance away things
would move from each other. For example, the blue dot
on the left over here. Let's say this one over here. Let's just change the color. This blue dot over here,
if this one is close, and then of course, this blue
dot here would be far away. And so that is how it works throughout this
documentation, right? In this three-point
perspective one, it's just including a
horizon line icon as well. It's right if this horizon
line here is closer than this vanishing point
here is far away, or if this horizon line here, if we're flipping it around, is close, and then this vanishing
point here is far away. Of course, it's a
bit more compressed in this so that you
could print this out. But you know that we want
three times the height of the picture plane in order to place that third
vanishing point. Or at that is the
end of this lesson. Go forward and draw scenes that have no distortion
and look awesome. And guys, it's time
to get hardcore. I'll see you in the next module.
23. Module 2.7 Vanishing Point Shortcut: As you may have noticed, in the optimum VP
placement, God, you need a lot of
vertical page space in order to accurately placed
that third vanishing point. And sometimes it's
really just impractical, layering three or four
pages high when you're working on paper or creating
a very tall document, if you're working digitally, it's just not really practical. And so a great shortcut
is to really just wing in those verticals
in a logical way. And so I'm gonna give an example here of how you can do that. And what I'm gonna do really is around the middle of my scene, I'm just going to put a
really straight line. And I'm going to create a subtle convergence of these lines as we move further out towards the edge of
the picture plane. And really this is an adult or a winged in three-point
perspective. And it's not obviously
100% accurate, but at the same time, it's also not going to be very noticeable in terms
of its accuracy. So this is a quick way to get in three-point perspective
without having to actually explicitly
define that third. Now when we're doing
this type of art, where we're drawing imaginative
scenes and interiors and things like that
where accuracy is not a huge deal, we can do this. However, if you need
measurements specific accuracy, then you'll really need to
go ahead and put in that exact in specific
third vanishing point. That's in this lesson. I'll see you in the next module.
24. Module 3.1 Introduction to Perspective Techniques: Welcome to this module on
perspective techniques. In this module we're
gonna be learning some basic techniques to expand your capabilities when drawing your fundamental
forms in perspective. These are generally
good to just know, and they do not represent the entirety of techniques
in perspective. Perspective it has
many tools that work to varying degrees of depth. But we really want
to learn some of these foundational techniques
just so that we have enough information to build
a solid rough drawing so that we can pin down environments
on top of those roofs. So let's get straight into
these perspective techniques.
25. Module 3.2 Finding the Center of Planes and Duplicating PLanes: In this lesson,
we're now going to learn to do two things. The first thing is finding the center of a plane
and dividing it. And the second thing
is duplicating planes. In front of us. We have a picture plane, horizon line, two
vanishing points, and the grid lines. And then we also have a box, and we can see it
has two planes, one facing to the left and
one facing to the right. And the first thing we
want to learn to do is how to divide a
space in a plane. And of course, you could
take a ruler to do this, but there are other
ways as well. So we're going to
learn in the main way, which is called x
marks the spot. So what we wanna do is just draw an X shape user using lines
from corner to corner. Just like this. And that now shows us the
center of this plane, the exact center of the plane
where the lines intersect. Then when we want to
divide this into half, whether it's a vertical
half or horizontal half. We can do that. In this instance. It's go
horizontally by pulling from the right vanishing point through that
intersection sanction. And now we've horizontally
divided this into two. And of course to divide it
vertically in two-point scene, we can just pull
through like that. And now we've divided the space of this plane into quarters. And of course we can continue
to sub-divide by doing X marks the spot on the
smaller sections as well. And you can see how we
could just continually start subdividing the
space in that way. But now that we have the X marks the spot and
we've divided horizontally, this method is a
great way of showing us how we can easily
duplicate this plane, its exact measurements
into the distance. And so what we'll do is once we have done
x marks the spot, and we've pulled alone from our right vanishing point
here through the center. This works on any plane. We can then take a loan from the top-left corner here through this halfway
division point, straight down to the line that is defining the
bottom of that plane. And I'll use a
different color here. And what we now have is a
marker location over here. What we can do is pull
this up vertically and we have now duplicated the
space in this plane. We've actually duplicated
this plane to the right. And the distance, the exact same size has
been duplicated. It looks quite a lot smaller. And as we continue
to do this method, now that we've got
that center line running through horizontally, we can just keep going. And we will be essentially mathematically duplicating
the space in perspective. You can just keep
going on and on and on using that center line technique
to duplicate the planes. So let's just mark out these new planes that we've
created via duplication. And you can see that once you
have that center line down, you can simply constantly
pull from the top corner through that middle line
and duplicate the space. This is very useful if
you want a series of same-sized planes or
same-sized of 3D objects. Because of course, if you're
duplicating the one plane, you can duplicate
all of the planes. That is the simple technique
to funding center, creating subdivisions of space, dividing the space
and of course, duplicating the planes
into perspective. That's the end of this lesson.
26. Module 3.3 Correctly Scaling Objects in Perspective: Utilizing our same perspective seen from the previous lesson. We're not going to take a look
at scaling in perspective. And what this means
is our ability to keep the size of something
in our perspective scene, no matter where in
the scene it appears, is it further back as a
deeper into the scene? Is it more to the
foreground, et cetera? And so how we can do this
is pretty straightforward. What we're gonna do is
we're going to create a reference point
on the horizon line based on where we want the
next figure or object to be. And so we have a little rough
drawing of a man over here. And what I'm gonna do
is I'm gonna create a reference point to move the character a
little deeper into the scene in this
particular direction. So what I'm doing is I'm
measuring on the top of his head down to
the horizon line. I create a reference point
on the horizon line, and then I move
that line roughly to the bottom of his feet. And then what you can
then do is go into the scene and then
redraw the character, keeping the same
proportions in mind. And now the character would be further in the
distance of the scene, maintaining a relatively
believable set of proportions in the distance. So they're being
relatively accurately scaled back in the scene, right? And you can utilize this
to create a bunch of reference points to move the character a bunch
of different ways. For example, if we create some side reference lines and we want to move the
character to the side. We can simply do this. And we can move the
character horizontally, left or right, and it will maintain the
proportions that way. If we want to move the character forward inosine, for example, we can create a reference point, something like this down here. Let's go right there. And over here to the bottom
of the feet, over here. And then we can now
move the character forward in the scene and then just duplicate this character
using Photoshop there, just for example purposes. And I'm going to scale him up. And this creates a relatively
believable and a relatively good sense of scaling of sizes
of characters in scenes. And you can really
move them anyway, utilizing these reference points that we are creating
in the scene. And really, it's
as simple as that. I'll see you in the next lesson.
27. Module 3.4 Ellipses: What is an Ellipse?: In this lesson, we're going to learn something
critically important, and that is
understanding ellipsis. What is an ellipse
example in front of us? We had a perfect circle on the left-hand
side of the scene. And what happens is when we
take a perfect circle and we start rotating it towards
or away from the distance. We start getting
elliptical shapes, as we can see an example here. And so what we see is
this perfect circle that is drawn in
perspective down here, creating an elliptical shape. Starts slowly rotating up. And we can then start seeing
the underside of that shape. An ellipse is a circle in perspective.
That's what ellipses. Let's take a look at some of the anatomical
properties of ellipsis. So there are two main
aspects to ellipsis. And the first is something
called the minor axis, which is a line drawn
straight across the middle, the horizontal center
of the ellipse. And the minor axis has
two great features. The first feature is that
allows us to compare the top of the ellipse to the
bottom of the ellipse in terms of just the
basic flat shape. And determined that if
they look the same, we have a great and well
drawn ellipse on our hands. Some common pitfalls of
drawing ellipses or where one side is very chunky and
another side is very narrow. Or there are very sharp
points in the corners, were in a corner or
a rugby ball design. Or an ellipse is
just really too thin and long and something's
not quite right. And so we can quickly
draw a line through the horizontal center,
the short side. And we can then compare the size of the shape
to determine whether the ellipse is a
good shape or not. Here we can see on
this digitally draw an ellipse that we have a really good balance
of those shapes. The second advantage
of the minor axis is that we can measure the halfway point
between each side, the short sides of the ellipse. And we now have the
elliptical center. And that is very useful
to know when we're drawing things like
wheels or bold, or things where we want to find the center of an ellipse to add in an extra room
or an extra detail. Or for example, we're
drawing speakers and we want to draw the center
ellipse of the speaker. The minor axis is
a great tool for allowing us to know the
center of the ellipse. The second property of an ellipse is the
degree of the ellipse. And the degree of the lips
really just refers to the thickness or the
thinness of the ellipse. And so here we have two different
degrees of the ellipse. A thin version is
slightly thicker version, and then here we have
the thickest version. An ellipsis can be almost
perfectly circular. Of course, if it is
perfectly circular, then it's no longer an
ellipse, it's a circle. Last but not least, there is such a thing as the major axis. But for us in terms
of our drawing, It's not particularly useful. And the major axis runs
vertically across the ellipse. It's good to, to know
the major axis exists, but it doesn't really have
a lot of practical use for us in perspective drawing. Let's now move on to drawing some freehand ellipses and some techniques for drawing some of these freehand ellipsis. What we want to always
do when you're drawing ellipses is be very loose. Draw with your elbow
and your shoulder. Try to lock your wrist
and just get the feeling. You can draw ellipses
are varying degrees. You can move the angle
around to make sure you're getting an optimal
angle for how you particularly feel
as comfortable. What you wanna do is just draw pages and pages of
these ellipses. So it's a very relaxing
exercise to do. And just fill a page
slowly trying to draw ellipses of
varying degrees. Once you fill the page, you can then go ahead and draw a quick center line
down the ellipses. We'll just do a few here
and then go and check. And what I do is I use three symbols and x means
I've drawn it poorly. Told means that I've
drawn it mediocre. And a tick means that
I've drawn a well, and I just go ahead and check the extent of which
I've drawn my ellipsis. Some of them may be very poor. Some of them may be mediocre. Some of them are more correct, and some of them
are less correct. And that's what you
can do in terms of practicing free
hand ellipsis. The main thing is
to lock your wrist, so don't be too stiff, just don't really
move your wrist, move your elbow
and your shoulder. And just continuously draw elliptical shapes and full pages like this is great
practice. It's kinda fun. It's not very hard to do either. Let's talk a final
note on accuracy. So in fact drew the center
ellipse freehand first. The one over here is a
digitally drawn one. This is the one that I
drew freehand first. And then I've
overlaid them here. So you can see relatively, There's quite a good
level of accuracy. Ellipses are all about accuracy when you're
drawing them freehand. So keep this in mind and
strive for accuracy. You will mess up a
few thousand times. Don't worry about it. The main thing is
that you really get the feeling of drawing ellipses. In the next lesson, we're
gonna be taking a look at drawing ellipses correctly
in a perspective scene. So I'll see you in
the next lesson.
28. Module 3.5 Ellipses: Drawing Ellipses in Perspective: Now that we've learned
what ellipses are, it's time to take a
look at how we can draw them on airplanes
in perspective. In order to learn
the measurements, we're going to use
a simple square first and draw a circle in that just so that we can get the fundamental measurements
that we need down. So what we're gonna
do is we have a square here, which we've used. X marks the spot so
we can find center. And then we've used that
center spot to give us our vertical and horizontal
splits over here. We've got this down. We want to make four points. Point here, here, here, here, on the vertical and
horizontal division lines. And then what we
wanna do is create some additional reference points so we can draw a
circle in the scrap. And how are we going to do
that? So we're going to divide each of these
lines into three. I'm going to eyeball
it just to get a general idea of what
the third might be. Something like Yvette, I think it would be
something like that. And the dot that
matters to us is this outer darkness
at a reference point. So what we're going to
want to do is replicate this division across
all of the lines. Just helping ourselves
there to fund those thirds. And so I'm going to
create these dots, dividing each of the X marks, the spot salons into three. I'm using the other dots
to also helped me here. You can totally eyeball this. You don't really need to be explicitly
measurement accurately. Were not architects,
we're artists. So you can definitely
eyeball it. Seeing a little bit
of a discrepancy between these inner ones? It seems okay, and
then I'm going to divide this one
into three as well. And so once again, we only use these
inner reference points to help us distinguish
how we can get to this. Third, this one is what matters. And we can then go ahead
and actually sketch in a very crude circle linking these boiling points
together, right? And so you want to, want to
do it quarters at a time. Just try and link the circles together to those
reference points. It going to look messy. It's gonna look a little crude. But I want you to just see it as a rough guideline of
where you need to draw your ellipse and also what
elliptical shape is correct. When it comes to the
perspective scenes for that particular plane, that is quite critical. A lot of students
get confused as to what elliptical shape is the correct elliptical shape when a plane is in perspective. Here we have a very crude circle and it's an indication to us of what the
correct circle should roughly look like when the
drawing is cleaned up. So I have 18 circle
here and there we go. It's as we anticipated, it's a perfect circle
inside a square, alright? But it's there to
help us understand what elliptical shape
will look, correct. Let's move this theory
over into our planes view. So now we have our planes View Record three
planes laid out here. And what we're gonna
do, it's gonna do the exact same thing. But we're going to not
do it in perspective, but we'll use exactly
the same measurements. So what I'm gonna do is I'm
going to get our X marks, the spot over here. Work on this right-hand
side plane first. That helps me to find center. And then I'm going to want to
draw a center line through it vertically and horizontally
as well. Horizontally. I'll need to pull this
from the vanishing point. So let's just get the
vanishing point in there. Right? The sake of meekness, I'm going to take
this marker line out. And then I'm going to mark the points that
I need in order to draw an ellipse
correctly on this plane. So there's 1234 on our vertical
and horizontal divisions. And then I'm going to just do a rough division here on this. Of course, it's based solely on the line you're dealing with. The division of thirds. You don't really do the division based on any other lines. You simply divide that line for the x marks the
spot into thirds. Right? And now I have a
great idea of what the rough ellipse will look like on this plane
in perspective. So I'm gonna go and connect these reference points together. Be very rough with it. And I can see that
we have an ellipse here with quite a high degree. It's quite a thick
ellipse that is roughly the correct elliptical
shape for that plane. Of course, when you clean
it up, it's going to look great. Let's do another one. Once again, x marks the spot. Here. We can see this plane is at a very particular angle. Let's pull its
horizontal through. I'm going to have to use the vanishing point to help me get that right, clean that up. I'll also have to use this vanishing point to
get this split here. Great. And I have enough
information now to draw out my reference points. So let's do that again. 1234. And now I'm going to want to divide these lines into three. And it's really on extreme
planes like this that you can see how
great the system is for helping you figure out what the correct elliptical shape
is on a particular plane. Let's go ahead and get
these thirds down. Just kinda making some
rough estimates here. That seems right. Keeping,
keep in mind is again that we are using those
outer reference points. We don't worry about
the inner ones. And I'm going to go
in and now rough out what this ellipse
should look like. Relatively speaking, on
this particular plane. I said often in drawing courses, don't be afraid to be
rough and loose and messy in the planning
stages of your work. Because that's
what the point is. That's the whole point
of the planning stages, just focusing on
neatness the sooner can really get you down when
things aren't looking correct. And then we can see what the
ellipse should look like correctly on that
plane in perspective. Alright, let's do
one more example. And this way you will hopefully remember it without having
to even revisit this lesson. Let's do it one more time. So what we wanna do first
is on a particular plane, we'll do x marks the spot. And then we want to get our vertical and
horizontal divisions. So this one will
have to pull from that vanishing point
there. It's about right? And just for neatness, I'm going to take this line out. And so once we have these
markings on our plane, you can then go ahead and create our reference points, 1234. And then we want to
divide the x marks, the spot lines, each
of them into three. And we can really just base
this on the line itself. Not quite thirds that one. There we go. Oops. Let's just correct that
measurement a little bit. I felt like it was
a little bit off. Right? And once again, we have our reference points and this will guide
us in seeing what the correct elliptical
shape should be for this point
in perspective. I'm just going to draw that
in there very roughly. Of course, once the rough is in, when you're doing
the refund work, can use all manner of tools
to get it to look perfect. I would definitely
encourage you to strive to try and do it
free hand, right? Especially if you're
working digitally, you can easily undo and
it give it another try. And it really is great practice because if you're
getting frustrated, just use the necessary
tool to clean it up, especially if you're doing some work that
needs to get done. But this effect is exactly
how we find out what the correct ellipse is on a
given plane in perspective. And this will help you
to draw cylinders, cans, speakers, wheels,
cylindrical buildings, cylindrical holes, tunnels, etc. That's the end of this lesson. I'll see you guys
in the next lesson.
29. Module 4.1 Introduction to Workflow and Composition: Welcome to module four, and it's time for us to really get real about
everything that we've learned so far in
order to achieve the environment drawings
that we want to create. In this module, we're
gonna be learning about workflow and composition. We're going to learn about
them simultaneously. When we talk about workflow, it really is the
logical steps we take to draw out the image from
foundations to funnel. What are the practical steps
we need to do step-by-step, the how-to plugging in all this theory we've
learned so far in a way that will allow
us to get the work done and implement the
drawing of the drawing. And then we're going to
take a look at composition. Composition refers to the laying out of elements in
an appealing way. And typically composition has some solid foundational
compositional rules. Ways that we know to place objects or elements in
our scene, design things. A particular way that
helps the image be very appealing and communicate
itself well to the viewer. Composition is a
very broad topic, but we're gonna be looking
at some key foundations are some key cornerstones to
composition that will help you to create the scenes
that you want to create. While we're learning each of these things, workflow
and composition, I'll let you know whether something we're
learning is primarily a compositional topic or
it's a workflow topic. With regards to composition, It's something that
we think about constantly throughout the piece, No matter what stage of
the workflow we're on. So that's something
important to keep in mind. Alright, enough chit-chat. Let's get straight to the work of doing our
work and composition. I'll see you guys
in the next lesson.
30. Module 4.2 STEP 1- Vision: World, Story, Feeling and Mood: Welcome to our first
step, which is vision. And this step is both
a workflow step. So you practically want to
get your vision, your story, and your mood down, as well
as a compositional step. Because a lot of your ideas and the story
itself, or in fact, compositional elements
and they really inform how you're going
to implement the piece. And so in front of us, we have a kind of
ideation board. And this can take
many different forms. This is just the one
that I created for this particular image that
I'm gonna be working on. And what I have here are
some reference photos on the left and then not
reference photos in the sense that I'm going to
be using these to draw from, but rather their reference photos in the sense
that they helped me imagine better and get to the core idea that
I wanted to achieve. And so when I was thinking
about the piece that I wanted to do for this
particular module, I thought it would be great
to do a darker type of scene, maybe a foreboding
evil type of cost or the Dark Lord and his,
his headquarters. And I had this idea of volcanic and cloudy
scars, triangular shapes, and a lot of spikes and
shop things that it felt very foreboding and
it felt very dangerous. And then a kind of a Gothic
style of architecture. And so thinking about
that and also getting this idea simultaneously while looking at the reference images, I've got some images
of volcanoes and mountains and sharper
looking rocks and things. So here we're looking at
some of the references. I've got. There's a
field on fire over here and some Gothic
architecture. It's very sharp. You can see a lot of the
triangles, just some, some images that really
sparked my interest in getting me to the feeling that I want to achieve in the final image. And then I write down some of
the key things that I want. And that is under
this vision and story and mood
hitting over here. So here we have those
things that I spoke about, the foreboding evil castle, the dark lords are both the
volcanic and cloudy skies, etc, etc. And really having a strong
vision is absolutely critical. You can for sure go
ahead and draw without a vision and a story and try
and make it up as you go. But that can often be huge time waster because you
keep changing your mind, modifying your vision
while you're doing it. And perhaps it may
take so long and not come to fruition that
you just kind of give up. It's really good practice
to have a solid vision, story, and mood from
the very start. And really see this as the goal. What is the goal of the piece? What is the main
point of the piece? What do you want to communicate? So this, again is one example of a sort of ideation sheet. And these can look like a
million different things. But really it's
just a way to get your thoughts down,
your notes down, some reference images down of where you want
to take the piece and some things that can inspire the making of this piece. Also very critical, is that you want to get a good solid idea, your perspective and shot details which you can see
the bottom right yet. And so I decided
this is gonna be a landscape picture plane. They use a low angle shot with three-point perspective
because I want to enhance the foreboding nature of this sort of evil
dark castle, right? I've got to say
while I'm recording this lesson right now, I haven't even done a single thought passed to this ideation in
terms of drawing. So you're going to be
drawing it with me and we're going to experience
moving through the workflow logically
to achieve for the final piece based on
this vision story and moon. Of course, if you want
to work along with your own idea while you're
going through these modules. For sure, go ahead and build
out your own ideation board. It doesn't have to
look like this. It could look a million
different ways, but just make sure
that you're very clear on what you want to
communicate in the piece, the mood that the
piece communicates. If there's a story to the
piece, and of course, the perspective and
sharp details as well, so that you know, or random going to be drawing this
kind of perspective. It's this type of shot. And this is the type of picture
plane that I want to use. Because once you have
that information down, moving forward is so much easier and you have
a clear end goal. I've often said it before, but if you're shooting
arrows without a target, you're going to miss
every single term, establish your target, and
then move forward from there. So step one is our
ideation phase, our vision, our
story, and our mood. Decide what your goals are with the piece and get those
essential details down. When you've got that done, then we're ready to move
on to the next steps. I'll see you in the next lesson.
31. Module 4.3 STEP 2.1- Drawing in Perspective Foundations: In our step-2 workflow step now, we're going to use information
that we've decided on in our vision step to draw in our picture plane and are
selected perspective, top and camera angle. So first off, I'm going
to just draw in a roughly 16 by nine style
picture plane here. So I'm going to have it as
a landscape piece, right? And I want the camera
to be at a low angle, so it's going to be looking at, and so I'm going to draw in the horizon line at
a low angle there. Let's make the horizon line red. Just put it in nice
horizon line here. In fact, let's just make it a little bit higher than that. Right? And then what I'm gonna do is define the vanishing
points that I want. I've decided to go with
three-point perspective, but we're going to really enable that third perspective,
grid lines. So let's go ahead and put in
the 2 perspective so long. To make the right side one blue. Left side one can be green. And I'm going to draw in these grid lines using the line tool in
Photoshop to do this. Just getting those grid lines to receive to that
vanishing point. Alright, so let's do the right vanishing
points in Redlands. Then what I'm going
to want to do once I've finished
with these grid lines, is I'm going to
want to make them a little bit lighter so that I can more easily
draw on top of them. What you can do in
Photoshop is you can use this opacity
slider here. And you can just lower the
opacity of the grid lines. And what you can do if you're
drawing on paper is get a kneaded eraser
and just lightly rub over the lines to make
them a little bit lighter. Let's put in our eyeballed three-point perspective
grid lines. Can make these purple. And so what I'm gonna do is just a little bit of
three-point angle. The scene, kind of eyeballing that angle
out a little bit. And we'll use these to guide and upward
tilt in the scene. Just a slight upward
angle of that third, implying that third
perspective is that a few more lines in here
in case we need them. Typically you don't
need too many lines. Alright? And so what we've
done now is we've established the base foundation for us to move forward
in further steps. So I'll try to always
recap the steps we use. Step one is our vision
and stories step, what does that camera angle? What is our world are feeling? I'm married, I shot types and then stick to
our workplace there. Let's just get the
grid down, right? I'm going to select these layers here and I'm going to
lower this opacity. And we're now going
to take a look at step two, composition. I'll see you in the next lesson.
32. Module 4.4 STEP 2.2- Establishing Key Composition: Let's now take a look at
state two composition. We've got our picture plane and our perspective and
camera angle, a setup. But now we want to compose the image so that
it's a visually appealing. And the primary tool
we're going to use to do this is the rule of thirds
compositional system. So I'm gonna go ahead
and draw it in. And then we're going to
talk about a little bit. Plus I have some examples and other great guidelines
to help you out. So the first thing I
wanna do is really just our bull thirds. Here. I'm going to do a
horizontal thirds across this picture
plane in orange. And then I'm going to
do vertical thirds. This doesn't have to be ultra
super measure that perfect, just relative thirds
should be fun. Eyeballed phones drop the
opacity of the picture plane a little bit just so
that we can focus on a compositional thirds here. Alright? So when we look at this, we can see we've got a block
here and here and here, and they're all
relatively the same size. And the rule of thirds system
is great because it helps us to compose the image
in a logical way, a way that will help
the viewer understand how to correctly read the image. And one of the key
things with the rule of thirds composition is
that we want to keep the primary focal
point at one of these key intersecting
points here in the image. So when we move on to our
step three workflow step, where we're establishing
the locations of some of our big forms. We will choose a single location here where the lines
intersect and say, alright, I want this area here to be where I want
my key focal point to be. In the instance of the piece that we're working
on through this workflow, where I'm going to have
the sort of darker boat, dock castle type of structure, I would say, alright, I want
the focal point to be there. So perhaps in a rough sense, I would have the castles
main forms here. I'm just roughing it in
scribbling in a little bit here. Right? And that would be
the main location in the main focal point
would be there perhaps there's a clock tower or something in this
castle over there. And then from there, we build out the rest of
the focal points. So what we're doing is
we're using rule of thirds to define and decide
ahead of time. Where are we going to place the key elements of the image? Effectively, we're building
in the sentence structure or the reed order ahead of time before we even
start drawing. So let's take this
one step further. I'm going to say, alright, let's place the structure over here. So I'm going to
call this my number one focal point over here. Within this picture plane
that we've defined. I'm going to want to find two or three locations in total, including the primary focal
point, where I can place it, some other elements
so that we can lead the viewer's eye and also create a visual loop and I'll
expand on that in a moment. But first time I
show you how we can find more focal points. Once we've got our first
focal point established. Now, these intersection points, the main ones, are the primary intersection
points of the entire piece. So we'd really put
number one now, big picture, the main message of the image at those
intersection points. We need to find some sub
intersection points. So what we do is we decide how we want to divide the space. Again, creating a new rule of thirds that will help us to
find new intersection points, plastic and then our
tertiary focal point. In this instance, what I'm gonna do is I'm going to divide this space over here as
if it were in a sense, it's own little picture
plane. Alright? I'm gonna divide that
into a rule of thirds. Now, while you've
got that in mind, you could also arguably
divide this space as a separate space in terms of finding your
second focal point. But in this instance, let's just go with the space
that I've defined here. So what I'm gonna do once again is I'm going to put in
a rule of thirds here. And the horizontals have
already been defined for me because we've maintained effectively the same height. And what I now have is for
more intersecting points. And so I think in this instance, you can really just pick one. I'm going to say, hey, let's put the secondary focal point here. Alright. Now I've got this on a new
layer and what you can do is you can use a new sheet
of paper to define this. Or you can define it
in a light color. Or if you're working on paper. But digitally using
a new layer is great for designing where
these focal points are, because you want to keep
them in mind and in reference when you're
drawing out the pieces. So now let's define a new space for our
third focal point. Tertiary focal
point shall I say, which we'll use this area here. The vertical divisions have
already been defined for us with the initial rule
of thirds placement. So we're gonna do is just
really define our horizontals. And so what we now have are a few additional locations
for a tertiary focal point. And the reason I say
tertiary and not just third, is that there's a
hierarchy of focal points. Number one, focal point is
the main point of our image. It's the main message
of our image. And our secondary and
tertiary focal points are there to lead the eye
to the main focal point. And hopefully we can create a visual loop to keep the viewer enthralled in the piece and
looking at the piece longer. Right? So out of these, I could pick anyone to
be the tertiary one. Let's go with this
one over here. I'll defend this
one as the third. So now what I have is my
123 focal points structure. And you don't
always have to have exactly three focal points
is a very useful tool. Can just have one
nucleus of two. I wouldn't go and have too many hierarchical
focal points in terms of 12345678910. Because then the
message becomes very long and complicated and you really want to keep the viewer
focused on the main point, the main message of the image, which is focal 0.1 with a rule of thirds established and our focal points defined. There are two more Good
layout rules that we can add before we move
on to our next steps. The first one is that we
want to avoid placing anything in the corners of the
scene, anything important. So we don't want any focal
points to be in the corners. We don't want anything too
detailed to be in the corners. And the second rule
is that we also want to keep a good level of space and keep things out of being too close to the
borders of our picture plane. And really this is to
create a space that frames our focal point and the
main message of our image. When you place things
in the corners or too close to the borders
of the image, it seems as if this is just
a piece of another image. Of course, we wanted
to be a world in itself that reads well. So spacing and good spacing
is very important in how we communicate
the visual message of the image that we're drawing. So don't put anything
important in the corners or anything important too close
to the borders of the page, especially the focal points, we want to keep them
inside this zone. Alright? It's not to
say that we don't draw anything in those areas. Of course, we're going to
have elements of the image. They land, ground rocks, whatever the case may be, but we don't put anything
important into those zones. That's it for this lesson. I'll see you in the next lesson.
33. Module 4.5 Advanced Compositional Thinking: Let's now take a compositional
thinking one step further. And we're going to deep
dive some composition on these scenes in front of us. We have our two rough scenes at the top and a refined
scene at the bottom, which is a refinement
of the middle scene. Let's take a look at this
first scene over here. What we have is a low angle
shot, one-point perspective, where we are placing the focal point directly in
the middle of the scene. This would be the number one. This whole section is
effectively the number one. And this is really
typical of 1 scenes where we have the
primary focal point in the middle of the scene. And this is called an
iconic composition, right? It's iconic because everything is in the middle of the main focal point
is in the middle, the main stories in the middle. And what we do is
we have elements in the scene that really
strive to point the viewer and direct the viewer to the middle of the scene. So this is how we want to structure these
types of scenes. Now 1 is great at
this because really, all the lines really recede
to the middle of that scene. Now we can do is use
other compositional tools like straight
lines, for example, like these sort of towers here, this tower over here, kinda hidden behind
this little hut to kind of box the viewer in, in a sense and keep
them focused and say, Hey guys, look over here, this is where I want you to see. This is what I want
to communicate. This epic sort of
causal entry way. Everything else in the scene is really just for
rules and added details to add to the
story of this gateway. So you wanna think
about composition very much in terms of the hidden rules of communicating the scene to
the viewer and telling them, hey, this is important. This is not important. And having elements saying, hey, look over there or have things
point to your focal point. So that is an iconic composition using one-point perspective. Over there. In the middle scene, we have a two-point perspective scene. And what we have is
our rule of three, rule of thirds
going on over here, where we have our primary
focal point over here. And then the rest of
the space has been divided to give us
additional focal points. So let's divide that space
now and take a look at where those other focal
points are. Right? So I'm going to divide
this space over here. And let's get a nice thirds
grid going inside the space. Alright, and what we see is these birds over here
are our number two. And the birds are in
fact flying towards this sort of cost or the city over here, we
look at the final piece. You can see that the
birds are flying there. And the orientation of them or the flow of them is
this kind of shape. And that was intentional by me to put them in that
kind of flow that would direct the viewer's eye towards our main focal
point over here, right? Let's divide the space again to find our number three zone. I'll use purple for this. We're going to divide the
rest of the space here. We've got our verticals already
placed, which is great. And it's put in the horizontals terms of dividing
this into space. And what we see here
is these two trees are our number
three focal point. Let's go and look at
the final image and see how this ends
up working out. Alright, so we have our one here and that's the main
point of this piece. This piece is called
city on a hill. But of course usually
you want the viewer to grasp what the main
point of the piece is, just by the image alone, which is the city on the hill is the number one focal point here. Number two, with the birds, which they're kinda pointing
and directing us to one. And then our number three
focal point is in fact, these two triangular trees, these pine trees over here. So what we have is a
visual loop occurring. When the viewer sees one, they look around the
rest of the scene and edit in some additional compositional
elements here as well, which we'll look at
the kind of looking at the scene and these trees
kind of point to the birds. And then the birds kinda
point back to the city. And they'll look
around the scene and this not too much going
on at the bottom, heavy and they might end
up back at the trees. And we have a visual
loop occurring. And what this does is it
creates a visual interests. It helps tell the story very clearly of what this
image is about. And of course, also have additional compositional
elements in here, would have to be made aware of to see them if you don't know
anything about composition. But basically I've
got this river here. It's kinda running up the hill. That's also pointing
us back to the town. And it's a great
tool to bring us around back to these
trees over here. And I also have this
path over here that runs along and then it ends up going up somewhere
maybe into the city. And again, these are
really ways to keep the viewer's eye in this
zone of the piece, right? I want to keep
them in this zone. These rocks here
in the corner or meaningless is not much
happening there in that corner. Same thing here, not
much happening. Sure. This river is a little
bit in the corner, but it's not a, an important
part of the composition. The entire story is about
our focal point here. And number two and number three, helping to direct the viewer's
eye to that focal point. And so what we're doing is
we're using visual cues and visual tools to help
us lead the viewer. Imply, Hey, look at this
primary focal point. How can you keep
the viewer's eye engaged in this
part of the image? And that is how I want you
to constantly think about where you place elements in
a scene as you move forward. And as you keep doing this,
drawing out your environment, you're going to start to realize how pivots and critically important composition is
in all forms of artwork. Because ultimately, you realize that what
we're really trying to do is visually communicates something to somebody
very clearly. It's not about us when
we're drawing out scenes. Drawing out a scene exactly
as we imagine it to be. It's more about how we're
communicating what we imagined clearly to the viewer. I hope that this has
been useful to you. Definitely something
you want to think about while you're in your
planning stages, when you're putting
your rule of thirds up, you're finding
your focal points, you're getting your
basic camera angle and perspective down. So yes, that is how
I want you to think about your compositions
moving forwards. And I'll see you
in the next step.
34. Module 4.6 STEP 3- Rough Block-in and Establishing Spatial Zones: Alright, it's now time
for us to actually get to the drawing of our scene. We're going to take this in stages so that we
can build up from a strong foundation up
to a nice clean final. Alright, so first thing
that we want to focus on at this stage is drawing
out our big forms. And we're going to start with the biggest forms
and our focal point. Now, when you're just
planning your scene, you want to get used to just
drawing big blocked forms. So what I'm gonna do
is I'm going to go ahead here to focal 0.1. And I'm going to just draw
in some blocked forms. Now, in terms of my vision, I really wanted to have some kind of Gothic
style structure. Now, when you're drawing, just be loose and be messy. You don't have to be
a 100% accurate to those perspective
lines if you do want it to look correct, we can fix this up when we do the clean drawing
on top later on. So what I'm drawing in
here are just blocks, just big blocks that I'm using the perspective
grids to help me define. And what I will do as we
move forward in the workflow is turn these blocks into the structure that
I want them to be. But for now, I want
to get a feeling of the form and the position
in space that these forms, these blocks are
going to take up. In addition to that,
we want to start to establish a foreground and a middle ground in
a background plane. As we start adding in elements, we can use those elements
to define those planes. Using those winged
three-point perspective lines over there to help me make sure
that I'm getting that leaning and very tall
feeling into the structure. You can see I'm keeping
things very loose. I'm loved drawing sort
of hybrid neatly. It doesn't look like an
architectural drawing. Just trying to get
those forms in. I think these forms
right now should be sufficient enough for
the primary focal point. It feels pretty bold,
feels pretty strong. Maybe I'll make this tower a little bit shorter over here. I'm going to do that to still want it to be too close
to that top border, just give it some good spacing. Will turn this into a
cool structure later on. Thinking to add
just some lines to indicate maybe some rocks here. Ryan just being loose with it. And I'll also have my secondary and tertiary focal
points to think about was thinking as I drew that structure because of
my references, my vision, it would be cool to perhaps
at the third focal point, have some kind of bridge, perhaps just done if the bridge
should go over or under, let's make it a go under. So just drawing an abridged
type of shape here. And possibly, let's have
the ground go down. And they could be a lava river or some such that's
running across here. So I'm just putting
in some form, some little blocks there. And kind of imagining just some land here,
some space here. And one to start defining
that foreground space. So just for example purposes, I'm going to use red here. So I want to have a foreground zone where the
viewer feels like Orion. This zone here is
the foreground area. In the middle ground
zone is where our focal point will be
our primary focal point. And that can be anything
in this kind of zone. Of course it could be any, any, could be to any
extent you could have tall structures or objects in
yet could be to any extent. This is just for
example purposes. Then of course the background
zone would be here. But you want to start
adding in some forms to help you define those zones. Draw a few more things in. So I've got this little
bridge structure here. And I'm using those perspective grid lines
telling me draw it in, in a logical way. Right? Maybe this mountain
rock just goes down and I'm just putting in
some vertical lines there. And I'm going to just draw some kind of mountain
structure thing here. Of course, I'm making
this up as I go using my references in my mind from the vision step to
bold at the scene. Right? So we've got kind of a
chasm going over here. Right? An S for the third focal point, the secondary focal point. Mind you, I'm thinking
what would be kind of cool composition is if there was a moon in the sky, maybe two moons or three moons. In fact, I'm going
to make this kind of a quarter moon over here and have it so that
it's kind of eerie perhaps, but it's very clearly a
secondary focal point. Now the reason I
wanted curving this way so that it can
kind of point and direct the viewer's eye to
this foreboding causal. So perhaps this is a blood moon in the sky, something like that. And I'll add a
secondary one here, which is quite cool. I think I've never seen two quarter moons
before and image, I'll add a secondary one there. And that creates the bulk of
our secondary focal point. So our focal points pointing to our primary focal point and our tertiary focal point here, it's kind of leading
the viewer literally on a path that will
lead to this castle, probably somewhere
far in the distance. Now, something that
we're going to touch on a few lessons from now is scale and scale indicators which are critical to
creating depth in the scene. When I look at this
image right now, the scale looks a
little strange, like this bridge
looks really huge and my structure looks just
maybe like a little house. Don't worry, we're
going to touch on that because that is one of the key things
that we need to use. One of the key tools
we need to use in order to draw convincing scenes. But for now, we've established
a foreground in a sense. I'm just going to put
a few more lines here. We've got our focal point
in the middle ground. And then we've got this moon and the sub moon there
in the background. And we can also go
ahead and let's add just some basic lines just to indicate some kind
of background area. Maybe there's a volcano
in the background, but we don't want it to be two. Interesting because
then it would start taking up a secondary focal
point can't overlook. Right. So we don't want one of those. And I'm just adding in some
lines here just to indicate some kind of background
space or zone. The next step,
we're going to take this further for we do that. I just wanted to remind you of the importance of these zones. So the foreground is there to place the viewer
in the scene. Where's the view was
standing right now? Are they on some rocky plain? It helps us position
them in the scene. The middle ground is where the main action usually occurs, where we will put our main
and our primary focal point. Of course, the
background can help tell the greatest story of
the world and help the viewer understand the world beyond the world that
they're currently seeing. So keep that in mind. Draw in your basic forms and some of your key
elements at the stage. Just rough them in,
be loose, be rough. And then we'll move on
to the next lesson.
35. Module 4.6 STEP 4- Use Compositional Elements to Add Depth: I know more than anybody
how tempting it is to want to go in and start
micro detailing things. But it seems to be a
general aren't rule. That is just a bad idea. We need strong foundations
and we build things up from the bottom
up to the top right, from the foundations,
up to the details. And so within man, we're going to move
ahead and add in a few more extremely
critical elements to this rough as we slowly start to bull in those kinds of
elements of more complexity. So the first thing that
we want to add in here, or scale indicators, we want
some indicators of scale. How big is the structure
compared to the bridge? How do we know what the size of anything is in this world? And this is where we
need scale indicators. Things like doors,
birds, animals, people, familiar objects like
barrels or a car, bicycle. Things that the viewer
can relate to and say, Oh, that's bike, I know the
relative size of a bike. And so everything else is
measured in relation to that. Let's take a look at a sample
of a scale indicator here. If I go ahead and put in a man over here just
kinda like a rough man, your typical stick salesmen man you see in environment pieces. Well, scale looks
really weird right now. He's too big and the bridge
is suddenly gone insane. Smaller. Conversely, if I wanted to get a greater scale of Epicurus, I can go ahead and put in some indications of what
people could be lacking. Maybe put a couple of people here and put some little
people over here. It's like really tiny. And now we start to
feel like, whoa, this is pretty big scene, I
think for the time being, let's keep those
scale indicators in their birds are also awesome
to use a scale indicators. I don't think I'm going to
put birds into the scene, but let me show you the power of birds in this top of
the landscape scene. For example, I can
put some birds up here and there just sort
of little l shapes. And suddenly we feel the
height of that structure. For the timing, I'll
leave them in there. They may not make it
into the final drawing. But this is the importance
of scale indicators. The next thing that we wanna
do is repeating of forms. And we want to repeat forms from the foreground into the
background of the scene. The reason this is quite
critical is because often it can be hard for the viewer to tell the depths of the scene, even if your perspective
is really super awesome, they need something that
repeats from the foreground to the background to help anchor them in the depth of the scene. So I haven't really
thought of anything, but that's the whole point of us working through this
workflow together, you can see how we would go about thinking about
something like this. I do like the idea that it's a very volcanic
tuff of landscape. So what I'm gonna do is come in here and I'm going to
modify this section over here and just have it so that it's not so
symmetrical as it was. And let's go ahead and have some kind of
rocky outcropping here that maybe points to our main focal
point in some way. And I'm kind of remembering
those rock shapes. And what I'll do is
I'll make sure that there's two sides to the shapes. I've made a sad one
here and Assad to the semi about putting a line in the middle of
the overall shape. And I'll put this rocky
outcropping over here. It may look a little bit
different in the end. But we've got a rocky
outcropping there. Alright, and what I wanna do now is effectively I have
this basic form. We had to really simplify it. It would be something
like a triangle, a 3D triangle that's
poking out of the ground. That's pretty much
its basic structure. And what I can do is take this form repeated into the
distance and make it smaller. And you don't have to scale it like we did when
we were learning about scaling because it's not going to be the
exact same size. It's a natural object. So it's very likely that it's going to be
differently shaped, but could be similar
in the distance. And so what I could do is add another one of
them over here, something kind of
similar like that. And make it very
clear to the viewer that these are similar forms. And suddenly just even
with two of them, we have a new feeling of
grounded depth in the scene. Like there is something
deeper to the scene. We have a sense of
depth to the scene because these forms repeat. So let's repeat these forms
a little bit further. And maybe I'll have some
more rocky outcropping here. And I'll have a little
tiny one down there. And it may be out of the
way in, in the distance, but it adds to the sense of dip. And we don't have to
just do this once. So let's say, for example, we have some volcanic
holes in the ground. That would be a great idea. So it's kind of like a
volcanic type of creditor. Maybe. You can see I'm
really just roughing. This isn't sort of hardcore. Being pretty with the art. Have a crater here. And I'm going to just make the line weights
a little darker here. It's in the foreground. Will get alone
waiting more as we get near the end
of this workflow. Now what I can do is just
repeat this kind of shape. Just to emphasize
depth in the scene. And I'll maybe put one, let's say we'll
put a little one. Well, it doesn't seem
like a good place for it. I think let's just
leave it at two, because I don't want to fool the scene with too
many elements. Nevertheless, the
key point here is that you want to
think about repeating forms and you
definitely want to have repeating forms
somewhere in your piece, especially with this
type of landscape. But even when you're
doing interiors, think about air vents, think about plugged
points on the walls. You want to repeat some forms so the viewer gets
a sense of depth. So, so far we've learned
about scale indicators which are critically important
and need to be included. And we've learned
about repeating forms. Well, we can also do is we
can repeat certain patterns. Now we've kind of done
that in a sense by defining these two planes on a rock at the bottom right here. Because that kind of
general pattern flow has repeated to this
rock in the distance. Don't mind these lines.
I don't mean to shade. So by repeating
certain patterns, we can also give
a sense of depth. For example, if I have some rock layer
here that's kind of like three rocks, they
don't have to be Forms. I can repeat this little pattern as we go deeper into the scene. Just change the zoom level here. And I can repeat sort of
rock groupings in a sense. And that can add depth as well. So I'll keep these things in mind while you're drawing out the rough and getting the elements you want
to have into the scene. Now something that is also very important are multiple
object overlaps. And what that really
refers to is that elements in your scene are
overlapping, other elements. So for example, you
can see here that these rocks that I've
drawn over here overlap. The Bolding. This triangular rock over
here overlaps the background. Mountains. The buildings themselves overlap their background and mountains. And the bridge overlaps the background of
the mountains two, with its little pillars. So you want to make sure
that there are a lot of overlapping things. You don't just want
something sitting on its own in the scene, not
overlapping anything. Overlaps, create more depth. And so what you can maybe seeing is that by having
scale indicators, repeating forms,
repeating patterns, and multiple object overlaps, we can create some great, great, great depth in the scene. So what I'm gonna do now is add one more
element for depth, which you wouldn't
typically always add. But for the purposes of you
knowing the theory of this, we're going to add it
into the scene anyway. And that element is called the extreme foreground element. Now it's used to bring the viewer even closer into
the scene to have something really close to the
camera so that the viewer feels like they're
really in on the action. And so what I think I'll
do in this instance, Evan, extreme foreground element,
I'm going to erase some of this crater
thing that I made here. And I'm going to use
a darker line because this object is very
close to the camera. And I'm going to bring in
some kind of rocky type of surface here that's going
to cut through the scene. So it's just some kind
of rocky surface. I don't know the details of it. You're just going
to keep it rough and keep it loose in the scene. And so what it's doing now
is it's kind of stopping the viewer's eye
from falling out this section of the page. It's keeping their focus
here by R as yet to be rendered in detail out a
bit more foreboding castle. It's also placing the
viewer more into the scene. They feel like they're
much more into the scene. Let's go over those
elements again. Scale indicators, things
that help us understand the scale of the world that we're presenting
to the viewer. Repeating of forms from the foreground into
the background. This can be small
things, big things. It can be rocks,
objects or items, buildings, trees
could be many things. But you want to
repeat those forms. You can also repeat patterns, patterns on forms or just
general grant patents. Maybe the river has
a certain rhythm to it and it flows into
the background. You want to have multiple
object overlaps. We want to remember that
overlaps create depth. And finally, when we need it, if we want to use it, we can place extreme
foreground elements into the scene to help the view would be even more engaged
in the scene. Of course, you typically don't
always want to use this. You use it where
you need it away. You feel it would be very useful to have an extreme
foreground element. I hope you've taken
notes from this lesson. Let's move on to
the next lesson.
36. Module 4.7 Finalising the Rough Drawing: With most of our key
elements put into place, we're ready to get
into drawing out all of the elements and really
fleshing out the scene. As we do this, we want to think carefully
about composition, leading the viewer's eye
to the main focal point, drawing out the
main focal point, getting in all of its details, thinking about the background of middle ground and the
foreground plains, and getting in all
those elements we need to make the
scene feel complete. But keep in mind it is
still the rough stage. So now we wanna go ahead, get in all the elements
we need to get in and finish the rough drawing. And once we're done
with the rough drawing, we can then move on to doing
the cleaned up drawing, which is going to take
about five hours longer because you'll find that
drawing roughs is pretty quick. So I'm gonna go ahead and draw out all the elements
into the scene. And then we'll move on
to the next lesson. Moving into a four
times speed time-lapse. Let's take a look as I go ahead and draw out the
rest of the image. And so I start there at our tertiary focal point
and I decide I want to have some kind of interesting
structure or archway or gateway,
help the viewers. I lead into the
main focal point. I play around with some ideas of little banisters or
things on the bridge. At this point, everything
is game for being changed. So go ahead and change the positioning of
these smaller moon. And I go and flesh out a
few extra mountain areas, creating a bunch of overlaps
to add more depth to the background planes and the fallback areas of the
middle ground planes. What you're really doing in
the stages you're going in and trying to get
all the pieces fit, final pieces of the puzzle
in getting all the details, in fixing any kind of messed
up or broken perspective. Honestly looking at
it now I still see areas of perspective that
are not 100% correct. But it's not a big train smash. I'm really just going
to sort that out in the final where we make sure
that everything is perfect. You can see me starting
to work on some of the details of the focal point. And that's really a
key thing to remember. The focal point is by far the most important
part of your piece. It's the element you want to put the most time into the
most thought into. You want it to be
the most correct in terms of perspective. And you want it to be the most detailed and compelling part of your image because
that's the entire point of the entire image,
is the focal point. And make some changes to that sort of foreground
rock shape there. And I add some extra rocks to the bottom of the structure. I'm really trying to repeat that pointy little rock shape a little bit more
into the distance. And so I made a new opportunity
for myself to do that. What I did initially, you'll see I'll change the
size of the little doorway are added to the bottom
of the structure, but I added a little
S shaped path there that helps the viewer
understand that we're going back into the distance. I do eventually make the doorway significantly bigger than it is. And that's because
I wanted to adjust the feeding of the scale. Going through this
process with you. Live helps you to
see the reality of thinking through
drawing the scene. And I think also the peace
mostly meant my visions, but it also became
its own thing. I think at least it's 25
to thirty-five percent its own thing that it
evolved as I was drawing it. And that's a good
thing. That often happens when I'm
drawing them in. A lot of artists are
drawing where the work starts to take on its own life. In this instance, it was that
this semi Gothic sort of fortress e type of structure ended up becoming almost
the job of the hot, hot out to type of
structure in the middle of this volcanic plane area. And I started to have
thoughts that, that's some, many ethical Gothic type of
mob boss or vampire Lord. In fact, a ran this fortress in this desert plain.
Old volcanic plane. You'll notice that I've
flipped the image at times. This is something that is
crucial to do just to check things are correct
and your eyes get very used to seeing the image one way if you don't flip it, if you're working traditionally, you simply hold a
mirror on one side of your image and look into the mirror to see
the flipped version. And it just gives you
a great perspective to seeing floors and seeing things that
you didn't see before because your
eyes gotten used to it. I'll go in and add some extra planes in the
background. Change the scale. A little bit of the
people on the bridge. I think of the funnel, I'll
add more people as well. I had a drainage pipe to
the side of the building. If few extra design elements of design quirks
to the structure. Here I want the moon shape to
be a little bit more round. It is definitely a
more stylized piece, but it's coming together nicely. Eventually I will
change the scale of the moon's to make them smaller. But now that I look at it, I think I will scale them back up to that size because it
really does look appealing. Overrule the far distance behind the main focal point, but worked a little
bit on the mountains there and added a few
distant mountains. Something that is key to
note with land weights is that when objects come
closer to the camera, the weight or the thickness of the line increases and
the darkness increases. And when objects are further
away from the camera, the line weights should
get lighter and thinner. That helps the viewer
understand that things are far away
in the distance. This is mirroring effect known as atmospheric
perspective, which is quite important to
know for drawing in general. Here I'm adjusting some
verticals that weren't really aligning very nicely with the
3 perspective grid lines. And then I'm adding some additional design
details to the bridge. I tried to replicate that shape
but it didn't look right. So I ended up doing something else that
I felt looked to better. Of course, it's all very rough. Low, you'll see over time it
does tend to come together. And of course, when you bring
it into a clean drawing, you have an opportunity
again to fix any mistakes, add any extra details will take things away even
where you need to. And that is essentially the
end of this rough stage.
37. Module 4.8 STEP 6- Professional Cleanup Stage: Refining and Creating Clean Lines: We've used a lot of theory
to get us to this point. And we're now on our
final step where we turn our rough but solid drawing into clean and
professional piece. Typically this is the easiest
part of the workflow, but it is also the most
time investment oriented. This can often take upwards
of five hours or more, depending on the complexity
in detail in your piece. What we're gonna do is
we're going to move through a time-lapse of me cleaning
this piece up using clean, quick, and professional
lines to make it look neat and to
make it look finished. The real-world Tom
will appear at the top right-hand
side of the image. You can see that it took me around one hour and
15 minutes to do. As we go through this workflow, I'll be telling you what goes through my mind as
I clean up a piece. So let's get
straight into it and let's clean up this environment. Before I start the cleanup step, the first thing I do is blow up the roof to the size I want
the final image to be. Now if you're working
traditionally, a photocopier to increase the
size of your rough drawing. Of course, if you're
working digitally, you can just use the
transformation tools to do that. Then what you want to do is
select a medium, line weight, something that's
the middle ground between being very thick in the image plane and being very thin and light
in the image plane. And I start by drawing
out my focal 0.1. Some artist's leave the
focal point for last. Because sometimes if you draw
the focal point out first, you get a feeling that
the piece is pretty much done or the
main point is done. And you're kinda lazy to draw
out the rest of the piece. But nevertheless, you can do
it in any order you wish. I started primarily getting the straight lines down
on the focal point. In Photoshop, I'm using
the line tool for this. You are drawing
traditionally you'll want to use a ruler because you really want to get those
straight lines, straight. Of course, learning to draw
freehand straight lines is ultimately much
faster and better. I would say it looks nicer
because you have a nice taper. In this instance,
our opted to use the line tool so that I
wouldn't be zooming in and rotating this image too much while I was
showing you the demo, it can be very
irritating to watch a time-lapse footage is constantly being flipped
around and rotate it. Nevertheless, I
use the line tool and I go in and get a lot of my straight lines down because a lot of them really
are on the structure. I start working the rest
of the lines in the image, which are of course
more natural objects. And my movement here
is quick and loose, using a single line, being very quick and making
sure it tapers well. And it has a lot
of energy in it. The energy and align reads really well
when you're quick and loose and the line has its
directional flow to it, right? It flows and it kind of
has a point in a tip, a start, and an end that appears to be moving in
a particular direction. My goal is always
when cleaning up, start with clarity of
both the foundations of the composition and all of the theoretical foundations
that perspective the camera, angle the shaft up using my elements to multiply
things into the distance. Repeat shapes,
repeat patterns have multiple object overlaps of Donald that theory
and the rough. So my goal with the
cleanup is to make everything that I've
already done look clean, neat, and professional. Clarity is very
important at this stage. That said, composition is always something you
have to keep in mind and everything should always be game being changed or
modified or adjusted. Now that's one of
the great things about working digitally. You can select things,
you can resize things, you can change things,
you can rotate things. So editing is very easy
working digitally. Of course it's a little bit
harder working traditionally, you really need to
make sure when you're working on paper that
you have a very, very solid rough
and that you are 110% happy with a rough
because of course, changing things in
ink later can be pretty tough if not
near impossible. I'm moving through the
piece and I'm thinking about things that can help embellish the piece
a little bit more. I'll add in details, little menu details that
weren't there in the rough. But of course this
is all bolt on the solid foundations
of that rough. Ultimately, this piece ended up being a sort of Nightmare
Before Christmas. Tim Burton, niche style kind of structure is sort of very random architectural
styles mashed together. And yet we're still in
this volcanic plains. A move through the piece, continuously cleaning
up elements, making sure that my
repeating elements of my repeating forms and patterns are reading into
the distance well, with the arrow shaped rock which is currently
at the bottom right. I actually ended up
taking that out because that big shape was competing very much
with the bridges shape. When you have two competing
elements in an image, two competing
graphical elements, they can be more distracting
than the focal point. And of course, the
focal point needs to be the main area where
the viewer looks. And so the conflict
between two shapes to very big elements can be more of a focal point to
the focal point itself. And that can be a problem
because you're not able to then communicate the images
message clearly. What I do is I end up
actually erasing out that very sharp pointy rock
which is now at the bottom left and putting in a path something that's a
little bit more common. It doesn't compete
with the bridge. And that helps keep it
balanced in the piece and keep the focal points in
the correct hierarchy. The moon's the bridge, and then our primary
focal point, which is the structure. You may notice that
I've used a thinner, lighter line for the very
background of mountains. Of course, you definitely
want to do that. Things that are further back in the distance should have
thinner, lighter lines. Things that are more in
the foreground should have thicker, darker lines. And then the middle ground
should be a sort of a medium type of line thickness. And you'll see later on, I will go in and use
thicker lines to render out foreground elements and also
to just add a little bit of thickness to other
elements in the foreground. Just to clearly communicate
to the viewer that, hey, this stuff is closer to you and stuff that has thin lines
is further away from you. The little steeple
area on top of the bridge entryway was actually going past
the mountains. And I was feeling
at this point like the scale wasn't
reading super well. And like I said earlier,
everything is game. You need to make the changes for the sake of the image
that it reads well. So I took the little steeple, kind of pointy area away, brought it underneath the
mountains to help better create a sense of grand
scale in the scene. And in fact, I'll go more into this later on and
make the entire bridge and that whole entryway even a
little bit smaller because I'm trying to make sure the scale
balances and reads well. With the moon's being a, another sub focal point, I decided to go with more
of a realistic moon shape. I created two shapes. I ended up going with a
second shape that I had done showed a little bit more
of the moon's surface area. And I think the scene was
already looking very fictional. So I wanted to add a
little bit more realism. They had a little bit more
of a realistic moon shapes, so you'll see me change to a
final moon shape later on. This is all really intuition. You're using your intuition at the stage and your taste and your stylization to make things look cool and to make
things look more appealing. The bulk of the work
is done in your rough, the fundamentals are
done in your rough. So you're really free
in the cleanup step to go ham and make things look
as cool as humanly possible. Even in this piece, I feel like I could really put two more hours in and go and
amp up the line weights, go and amp up some of the
shapes, adding more details. And you could
imagine if this had, let's say ten times
the amount of detail, particularly on the focal point, it'd be quite compelling. I don't want to say,
let's not take ten town. There's a five times
where I'm going to add more little notches,
more little grooves, more little details around
the windows and really pull out that detail and just really make that
focal point pump. There are make some
slight adjustments to the moon position, the position of the moons. And I really just wanted
to make sure that the composition feels
balanced at this stage. And then I'll finish
off by adding in some extra line weights and some of the foreground elements. And I'll also go in
and add some clouds in the background just to a little bit more atmosphere
into the scene itself. At the end of the day, I have a cleaned up
environment drawing describing a particular scene that is based on the vision that
I originally had. And it has come to fruition
utilizing all these tools and compositional
techniques that we've learned as we've moved
through this workflow. At the end of this module is a breakdown of all
of these steps that we followed in order
to get to this final piece. And I really encourage you
to learn that workflow and use it as your
foundational workflow, where you can use your
own subjectivity in own intuition to modify
it as you need to. Because of course
we can all teams to work a little bit
differently from each other. There is also a full version of this particular cleanup
step where you can watch the whole thing in real
time from start to finish. So that's available to you
in this module as well. If you want to watch the
entire cleanup process. That's the end of this lesson. I'll see you in the next module.
38. Module 5.1 Dr Vigyl's Lab Time Lapse with Commentary: Welcome to this time-lapse
demo with commentary, we're gonna be taking a look at an interior perspective scene. And this one was done using some Photoshop tools to set up the initial Perspective Grid. Some working on the
final image size here. And we have a two-point
seen with the horizon line. We put our left and
right vanishing points. Then go ahead and try and figure out what kind
of composition I want or how I want the
flow to be as more of an S-shaped kinda
flows more visual loop. And then move into just drawing the basic layout of the room. So we were looking into
the corner of a room here. And I start roughing in some
of the elements that I need. The visualization stage for this piece is quite
strange actually, did it years ago, four or five years ago. This was a scene
that I wanted to draw some kind of futuristic, yet a little bit of a mad
scientist kind of vibe. Where we have a lot of electronic
devices and equipment, a lot of experimentation
going on, plus a bit of a casual
vibe in the scene as well. I use a lot of vertical lines here just to help me
figure out where to place elements just
helps me to see and feel the 3D a
little bit better. And then I go ahead using the
perspective lines to go and drawn basic forms
and then add small, little kind of indications of detail to the rough
forms themselves. You can see a lot of the
time it's always going to start out with doing
a basic block in, before that basic 3D block is turned into something
more dynamic looking where we're adding curves
to the shapes or adding some indicative details
to those forms. What I wanted to have was the main experiment
as the focal point. And then had this display on the side here pointing to that. And using the lava lamp as sort of an extreme
foreground element. That's kind of
keeping our eyes from drifting off to the
right of the page. It also works as
a visual pointer. Keep us looking at that main experiment that
is happening over there. When drawing the
scene, I had to think a lot about elements that would logically be in a
lab type of environment. For example, air vents, perhaps emergency
systems, the wiring, the plug points, the computers, any kind of
specialized equipment that may be in the scene. Of course, the visual
research stage is extremely important
in terms of helping you adding things you
would never have thought of putting into the scene
because you start to realize, especially I realized when I
was doing a scene like this, that your visual library can be extremely
limited at times, especially in terms of things
you're not familiar with. I'm not really into
science that much. So for labs, I suppose. And so I didn't really
have the strong library of lab top of equipment in my mind. And so I had to go
and just look at a few images of labs and
see some of the devices and the equipment that were in there and try and integrate some of those ideas into the scene the best
way that I could. As I move through this workflow, I think about all of
the workflow steps. One to have a lot
of object overlaps, especially with an interior
scene where we don't have a lot of distance
in a sense to play with. We can't receive far
into the background like we can with
an exterior scene. So object overlaps
are very important in interior scenes to help
us get that sense of 3D. But at the same time, I do scale some objects
and we have a lot of relative size objects to help the viewer understand
the size of the scene. So I put that coffee
cup in there next to the display because it
gives us a sense of like, okay, that's a coffee cup size. You get the idea of the relative size of a human
being would be in the scene. And so it helps the
viewer to understand their scale with
regards to the scene. A lot of the forms
are of course, fundamentally based
on the perspective. But I'm doing the rough
loose drawing here. I'm winging some things, but it's a winging that is based on the perspective itself. So things are not, of course, measurably explicitly, you
know, a 100% accurate. The key thing is that things
read well and you'll see, I'll mess around with
things, draw things, redraw things because
they need to feel correct in the perspective and look correct and
the perspective. I had a lot of fun adding
in these elements, but at the same time I think are super regretted it
when it came to the cleanup phase because really this piece took about
six or seven hours, I think, to clean up
the entire piece, it took a really
long time simply because I had drawn
in so many details. Of course, the way
to not have to do that much cleaner is not
to draw in less details, but to imply more elements, to not draw every single object to a very high level of detail. Keep things more simple, keep things more basic. Keep the quantities
of things less. And try to imply a sense of a lot of stuff
in a room without actually having to
go and render and explicitly draw every
single element. As I continue drawing, I'm thinking of ways to
really expand on the scene. Drawing some cool things, refund some things
I've already done. Really create a very cool lab. I want the lab to feel cool. And if you were to
walk into the lab, it would be a fun place
for you to play with the dials and
buttons and explore all these interesting pieces of equipment that
appear in the scene. Of course, I'm using those workflow fundamentals
all the way through everything we've
learned is being implemented in some
way into this piece. And then once I'm done, I create a new layer. And I go in and I start
doing the clean lines. Like I said, this took
extremely long term. I think any scene with a lot of man-made objects in it will take quite a long time
because sometimes in order to describe a
particular man-made object, you can't really
shortcut it too much. You actually have to go in and draw in these particular things. Do a lot of the straight
lines freehand, some key straight lines. I use the line tool to just get a nice clean ruler
like line in there. And getting the ellipsis
in freehand can often take a few tries when you're
trying to do the clean line, but just keep doing it. And the more you practice
drawing and freehand ellipses, the better you get at
drawing free hand ellipsis. Effectively, the cleanup step follows on as you would expect, a kind of been careful to
think about what thickness of lines I'm placing where in the scene we do
have a foreground, middle ground, and
background with the background in
this type of scene, in interior type of
scene like this, it's a very small
percentage of a background. It's just the things that
are very far in the corner. Things that are in
the world beyond, perhaps something that is beyond that window behind the
main experiment over here. And so I'll move
through cleaning up every element
using a stencil, for example, I use
the circle tool led to get that perfect
a circle shape. And I'll move
through this piece, cleaning up, being neat, being professional,
and obviously also thinking about the
composition continuously. As I move through this piece, looking at the big
picture of the piece and trying to get
everything looking really, really good and neat and clean. And then I'll finish off
by adding in land weights. I'll let the rest of
this high-speed Tom, let's play through so you
can see the workflow. And I'll see you in the
next demo with commentary.
39. Module 5.2 City on a Hill Time Lapse with Commentary: Welcome to this time lapses demo for the key city on a hill. In this piece, I'm
going to be drawing effectively a city on a hill. And that is a fantasy
type scene where we have a very big environment
that we're dealing with. An initial perspective
grid is set up on the final image
size here I'm using the gods tool in Photoshop, and I'm also using
the polygon tool to create the grid
lines very quickly. And then I go straight
into the rough. Now I do have a
lesson for you that you can use to use these
tools in Photoshop, which you can find in the bonus. This section. Might
notice that I did not go and do the compositional step that we've done in our workflow here. I am actually doing it. I'm just doing it in my head. In this particular piece.
I knew that I wanted to have the city as my
main focal point here and have the rule
of thirds sort of we're replacing that focal point on that third
intersection point. And so what I'm doing is effectively on building
out the big forms first, the big block in forms
and the biggest sort of main shapes can see
there's not really any definition detailing on those structures at this point. They're just kind of blocks. This particular RAF was
actually reasonably quick to do because they weren't a lot of elements in the piece per se. Most complex part of this
piece was this sort of walled in city and the rest of the scene is effectively
just environment. And so I'm going to begin
defining my foreground, middle ground and
background 3D spaces. At the same time, thinking about the composition and how I can lead the viewer's
eye to this focal point. I'm going to put in that path. And that path is one tool
that I'm using to start to get a feel for the
scale of things by having a pocket smaller as
it goes into the distance, also lead the viewer's eye composition to the focal point. And then draw a line
on the horizon line. Need to really give
the viewer a sense of that's where the ground plane
anions in the distance. Now add the river to the
right-hand side as well. Go and add some kind of waterway there onto
the city just to kind of give a little
bit more context to why that river might be, there could just be a river
that has run through the city and the city is just channeling
through the city itself. And I go back to defining some of the foreground
areas here. Moving into the background, be even in the rough. I'm using latter lines for
those background mountains. I'm using line overlaps to really help just show
that there are two sides to things and that there are overlapping objects and
multiple object overlaps. Now sometime around this point, I realize that I'm going to need some
additional focal points. I think the piece worked okay with just one focal point here. But I really wanted to bring in some extra elements just for some extra flavor in
the piece as well. Can see I use two
sets of birds here. I've placed the biggest
set of birds on the left as one of my secondary
focal points. And since most of the foundational
elements of the rough ER and I start adding
some rough details and some other rough elements. Here I put an extreme foreground Bush just to kinda
help place the viewer. It could be a bush, it
could be a bunch of trees. It's, it's meant to be more
vague in what it in fact is, just so that we can
really look past it. It's not there to be looked at, It's there to be looked
past so that we can get the viewer to focus
on the main point, the main communicated
message of this drawing. I've placed the figure in there. The birds also help us to get a sense of scale of this piece. I eventually do play with the
scale of the human figure, just to make sure that I feel like the scale is reading
well to the viewer. I really start to feel
like I need something more in the scene
composition and eat. So I'll eventually add two trees to the bottom
left-hand side of the image. And those really helped keep the viewer's focus in the scene and create a nice
visual loop of the tree. So the burden and the birds
to the city and really looping back with a path and the river back to those trees. I get really stuck in
at this point adding in some more additional
rough details to the city. And the trick here is to try and get the scaling correct
because you don't want the buildings to look too chunky or as if they're
too close to the viewer. Or if this is some
kind of strange miniature city or kind of a little fake city that was bolder facade of a city
on the hill, right? It needs to look
like an activity. Huge scaled city. Zooming in on the piece
as I go ahead and draw in some of these
additional rough elements, I can draw in context. So I'm always thinking in the context of the
overall piece. Sometimes when you zoom in, it can be a big problem that you start drawing in
detailing things and using perspective in a
particular way where you're not drawing in the context of the
entire composition. And so that thing that
you've zoomed in and drawn up to a good level may look
good when it's zoomed in, but when you zoom
out, it may not fit into the entire piece. So I always encourage
you to strive to, for the most part
and draw zoomed out. Or if you're drawing on paper, always keep the entire
context of the image in mind. Don't go into a
small little section and go hotter on that section, always drawing the context
of the overall image. I start adding some
extra lines and elements just to add a bit
of texture to the scene. I used those
triangular mountains in a sense to create
some overlaps, some lines to show the flatness
of the ground and areas. And as for that archway, I really consistently struggled
to have it reading well, and I did make some
significant changes to it because I did feel at some point that having the archway face as
opposed to the background, it didn't really work
well composition. And it was less interesting than having the archway
faced with us. So you'll see that I've
mentioned go and engineer that archway to face us so
that we feel like as a viewer, we can walk along that path and eventually
enter the city itself, which is much more exciting than the archway being the sort of nondescript backward
facing entry into the town. You can see me, they re-scaling little dude silhouette
of a character there. And that's just to try and
keep the scale reading well, I also have some other
little people on the path just a
bit further back. It's to help us get a sense of how big
this environment is. You can see that
I've started to use repeating forms of these trees. Repeating them and
scaling them back in the distance so that we
get that sense of depth. And what I start doing here with these two
foreground trees is of course turning them into
a tertiary focal point. And that can help us
into the hierarchy. Lead the viewer to the
main point of the image, which is the city on the hill. Fond of the background
of the image also draw even smaller trees. And it is this repeating of
objects into the distance, but scanning them smaller. Repeating shapes. Repeating the object overlaps, have multiple object
overlaps in the scene, but the trees in the foreground
overlapping the path. We've got the mountains overlapping the mountains
behind them, etc. We have these elements that we've learned
about in our workflow. These are your core tools because ultimately with
an environment scene, whether it's interior
or exterior, trying to persuade the viewer
that there is dead, fair? This is in a world, right? This is a space. And so I then move into the
refinement stage. And once again, I'm
thinking about line weights and the line thickness based on the position of
space of elements. Go in close here when I'm
doing cleanup because of course I want some accuracy and some fun details in that zone. And I'll spend quite a
bit of time working on this particular focal
point because I need the city to read while I needed to
screen look up knee and also having to make some changes here you'll
see as I go through it, because I want the city to
be in the correct scale. And it can be hard when you're trying to get your scaling
right, you'll find that. Scaling is one of those
things that you have to play with while you're doing your image to get
it to look right. So once again, I'll
move through the piece, striving for clean lines, striving for professionalism,
being loose. I'm doing a lot of free
hand straight lines here. Use the line tool
a little bit for the main sort of
form structures. But typically you
can be a lot faster when you're rotating
the page and just doing those free
hand straight lines. And I'll move through the piece, cleaning up every
element and making compositional changes
where I need to make sure that the final
image reads really well, looks good, and is extremely
engaging for the viewer. I'll leave you to watch the
rest of the cleanup phase. And that is the aim of
the stem or commentary. Okay. Okay. Right.
40. Conclusion to the Course: Congratulations on
finishing the course. I hope it's been an
awesome experience for you and expand your mind to
just what is possible with solid foundational
perspective theory if it's your first time
through the course and really recommend going
back and revising anything that you think
you don't fully grasp it. And definitely
doing assignments, especially on the
perspective TBS, to make sure that you're
really clear on how each of these prospective
types can be used and adjusted to building the
world's that you need. Thank you so much for
taking the course. I hope it's been a five-star
experience for you. I'm always open to
suggestions and feedback. So feel free to get
in touch with me, whether on the online
communities or directly via message or email. You've now got the tools
you need to create worlds, interiors, exteriors, landscapes, environments,
and scenes. Go forth and create. And if you need me, I'm
right here with you. So just let me know. Cheers.
41. Bonus: Perspective Grids Drawing Shortcuts in Photoshop: Hey guys Scott here. And in this video, I'm
going to show you how to quickly and easily create perspective grids and
horizon lines for your environment pieces and any works where you need
a perspective grid. So first things first, you're going to need the
rulers in Photoshop app. By hitting Control R, you'll be able to toggle
on and off these rulers. So if they're off, hit
Control R and bring them up. Once the rule is
up, you can drag horizontal and vertical
lines from them by simply clicking on the
roulette and dragging. And you'll get a turquoise
colored guideline, just like the one you see here. If you hit control and
hover over the guidelines, you can then move the
guidelines around or docket back into its
original position. I'm using the
environment painting horizontal template here. So let's create a grid
quickly using this template. So I'll drag a guideline
down to be my horizon line. And then I'll insert
the grid lines. And to do that, we're going
to use the polygon tool, which is this tool over here. It may look different
on your screen if you click and hold, it might look like
the rectangle tool. Simply click and hold on the Rectangle tool and
select the polygon tool. And then there are just a
few settings we need to modify before we can start
drawing on our grids. The first thing is that
you need to ensure that the sod Xboxes says 99. Then click the small gear icon. Ensure there's
nothing in radius. Smooth corners is unchecked. Star is checked. Indent sides by is set to 99 per cent and smooth
indents is unchecked. Once that's done,
it's good to have a grid lines of different
colors which help you to recognize easily, especially when you're zoomed in or working on section
of the piece, which grid line represents
which vanishing point? I'm going to choose red. And we're gonna put our
first vanishing point in. What I do is I
simply just select a point somewhere on the
horizon line guideline. And I drag out and be sure
to drag pretty far outside the borders because of
the lungs that this creates change to taper
and fade a little bit. And then I'll often align the star shape to
the horizon line. And then we have our
first vanishing point. I'll select a different
color, let's say green. And then I'll select a
point on the horizon line. Click and drag and pull
another star out of that VP. Also dragging
outside the borders. Let go. And there I have a top-down grid for
my environment piece. So a very quick and easy way
to do a perspective grid. Now, you can do this
multiple times as well. Let's use the
three-step Photoshop templates for environment
designs and do the same here. So what I'll do is I'll click
and drag horizon lines. Let's put a rising line there. Let's put one here. And perhaps in this shot, bottom shots, It's really top-down and you
won't even see sky. Then I can use different layers. For each one. I'll call
this one good one. And I'll make sure my
polygon tool is selected. And I will define the
vanishing points on this grid. Selecting green or
whatever color. Let's use turquoise, this one, and defining my second
vanishing point. And now I have a nice grid on a single layer for the scene. The same can be
done for all three. Of course you do them on
different layers because you don't want the first picture planes grid overlapping the second and the third
picture plans. So certainly do them different layers and then you can turn the layer visibility on and off for each one as
you create them. One last thing before I go. It may be a bit of a
pain to actually hit Control and constantly
move the horizon line. So you could draw in
your own horizon line. Or what you can do is
head to the View menu. Go down to show and then
de-select guidance. And God's will no
longer be shown, but they're still
in the project. You click View again
and you go show again. You can then select the gods
and they'll show again. There's also a shortcut
for this in the View menu. And you can bind this to a key. So it's Control plus semi-colon. Great, I hope that's
been useful to you guys. And that is essentially
how you make easy perspective grids for any works that you
need perspective in.