Transcripts
1. Introduction: In The Beginning...: [MUSIC] Storyboarding filmmaker. [MUSIC] Hello and good day
from good old Australia. My name is Carl and I'd
like to say a big old thank you for joining me on
a storyboarding adventure. Now before we kick
it off and get elbow deep into storyboarding, I thought I might give you the why this course exists
in the first place. Let me take you back
to good old 2017. [NOISE] The idea for the course
all started back in 2017, where I was an art
department assistant for a sci-fi short film. I was jacked, pumped mega excited to sit in on my
first production meeting. After some initial introductions,
the meeting began. I sat there in excitement
and anticipation. Yeah. The first assistant
director opens up discussion with the
cinematographer, so exciting. Scene one exterior the beach. Sorry, I forgot to
mention, he's Scottish. Derick looks out at the sunset as Aaron confronts
them on the beach. The cinematographer spoke. Let's start with a
what and close-up on Derick then a reverse
close-up on Aaron. Gripping stuff. Cinty in Nate apartment, Lisa sits in the
shadows as Derick furiously drunk
enter the apartment, back over to the
cinematographer. Let's start with a
wide and close-up on Derick and then a reverse
close-up on Lisa. At this point, my initial
excitement started to fade, were we just going to go through every scene and just
write down a shortlist? The rest of the meeting
float on the same. When I stepped out
after two hours, I felt the joy sucked
right out of me. I thought there's got
to be a better way. Surely drawing out some
rough storyboards would have been a more creative and fun
way to build a shortlist. [MUSIC] That's when
I started to dig. Turned out lots of
famous directors and filmmakers create
their own storyboards. Somehow I needed to
spread the word. [MUSIC] Attention to all filmmakers, you must start to storyboard. After a quick trip back
to the old drawing board, I came up with a new plan, background and
illustration, check. Experience as a classroom
teacher, fork chisel. Unnecessarily
checklist, [FOREIGN]. Let some [FOREIGN]. [MUSIC]. This is where my part of the story takes a bit of a backseat and your part
of the story begins. I hope you really enjoy your learning experience
and I wish you the best of luck completing
this course. Go get them dagger.
[NOISE]. [MUSIC].
2. Getting Started: Gear You Need To Get Started: [MUSIC] With pencils, if you took a walk into your local
art supply joint, you'll notice there's
quite a range of pencils to choose from. Basically, they're all good, but my suggestion would
be a moderate priced, good old, number 2 pencil. What we call here, [inaudible] an HB pencil. Really cheap ones are
a bit rough and have nasty habits in the lead or
the lead breaks constantly. You want to go just a one step above your basic free pencil. A good pencil should pull smoothly across the page
and achieve full pack, a Staedtler or Faber Castell or any other non-off-brand of HB number 2 pencil
will do the trick. If you feel like buying
something fancier, go for it. Let me warn you. Blunt
pencil lines are not cool. Be sure to always keep
that pencil sharp. A trick to keep the pencil
sharper longer is to rotate the tips between
strokes [inaudible] smooth. Also, make sure to grab yourself [NOISE] a
pencil sharpener too. Paper is a similar
scenario like pencils, where you can just
about use anything. The best is something with
a reasonably smooth finish, but not so smooth that
it smudges easily. The reason being is you
want to pull the lead across the page without
too much friction. Sketch pads with a rough
finish are not so great, and the rough surface dulls
your pencil very quickly. So my suggestions for
paper are the following. If at a desk, A4 copy-type
paper is all good. Just grab yourself a
cheap realm and go nuts. You don't want to go bigger than an A4 as keeping
the drawing small, keeps it fast and rough, rather than large
pieces of finished up. A flat page works
better than a book. As you don't have to
fight with the edge or the fold or the
binder of the pad. If your desk is lumpy, a solution is to
get a craft mat or a DIY piece of
cardboard or thin wood. On a train in transit
or around about, is a great time to draw too, so any kind of notepad
that has a hardback that prevents a paper from bending
is the cat's pajamas. Again, you want one
with a smooth finish, so grab the one that
is least coarse, least rough if you can. I've also seen lots
of artists use clipboards with a sheet
of paper attached. That's another great
option for portability. [NOISE] Pens can
be fun to use too. There are heaps of
different styles of pens that create a
whole range of effects. It's great fun experimenting
with them and it can add a whole other
level to your drawings. Like pencils, they're
relatively cheap. It can be picked up
anywhere that sells stationary or art supplies. A good ballpoint
pen is your go-to. Just like with pencils, there's just one or two steps up from the cheapest version. You don't really need a ruler. As we're going to
learn some techniques to get them beautiful, straight fluid
lines, and natural. If you do really want to clean up your pencil [inaudible], apart from your normal eraser, there's something even cooler, which is called a
kneaded eraser. A kneaded. This looks like blue Tack or whatever you call it
in your [inaudible] and can be molded into
a point to erase little bits and pieces
or any shape you desire. It also doesn't leave them crumbly lumps of
rubber on your page. Now one last thing
you'll need is a sweet little pencil case
to keep your art case safe. So to wrap it all up, the gear you'll need
for this course is a pack of HB pencils
or number 2s, a pencil sharpener,
a cheap realm of A4 copy paper or similar, and an A4 drawing pad. Now, it is art. Feel free to express
yourself in any way. Your assignment to be completed within the next 24 hours, is to assemble your drawing kit. [inaudible]. Lift a few bits and
pieces from work or wrap [inaudible] or head to your local art
stationery supplier. [NOISE] Buy. If you find any really
cool gear that you like drawing with and you reckon it's worth recommending, let me and your classmates know. Good luck. [MUSIC]
3. 3 Things to improve your drawing skills: [MUSIC] Now you have the gear, it's time to learn a few
new drawing techniques. By learning these techniques, you will boost your
confidence and enjoyment which will pave
the road to your progress. [BACKGROUND] If you
watch any professional, what they do looks effortless. If you watch a
professional illustrator, it's the same, it's
fluid, and it's carefree. Our focus is achieving
fluid lines. Let's ditch the ferry lines for something more than Brazilian. Think of it like handwriting. Big handwriting is
hard work to read. The cleaner lines you draw, the better you'll be
able to describe and express your emotions and ideas. [BACKGROUND] When I first started to use these techniques, I did find it took me a
while to get used to it. My drawings actually
turned out worse to begin with and at the time, I honestly felt
pretty discouraged. Please don't be too
hard on yourself in the beginning and try
and stick with it. Let's take a quick look at three things that will help
improve your drawing today. Number 1, drawing from the arm. From all our years of
handwriting in school, we tend to use a
wrist for drawing. Unfortunately, this limits our ability to
create fluid lines. Instead of using
our wrist to draw, we want to use the full
potential of our arm. We can draw just from the elbow or the entire
arm from the shoulder. We want to lock our wrist
into a comfortable position, gently rest down
hand on the page, and using either our
elbow, or full arm, smoothly draw a line
across our page. For drawing more complex shapes
like the dreaded circle, you want to use your whole arm. It's important to try and
stay as loose as a goose. Do not tense up. When you
need to create small details, it's totally fine to revert back to drawing
with your wrist. Number 2, ghosting. Ghosting is basically
just having a quick practice of
your drawing part. It's like a practice swing that a baseball player or golfer would do before actually
striking the ball for real. A simple way to practice is drawing two
points on your paper. Take a couple of quick
practice strokes then commit to the page. Have a crack at drawing a circle by doing a
couple of practice loops, then choose I'm circle. You can also have a go
at multiple points. Number 3, rotating your page. The most comfortable
way our moves to draw a straight line is diagonally
from bottom to top. To get straight lines that align with the edge of the page, don't be afraid to
rotate your page to take advantage of the natural
motion of your arm. This, of course,
will become helpful later when drawing the
frames for your storyboards. To recap, the top three
things you can practice to improve your
drawing techniques are drawing from the arm, ghosting, and
rotating your page. A good way to practice
is just to draw some primary shapes
like circles, squares, and triangles and
practice drawing those long straight fluid lines. But the best way to practice
is to do it for real. If you [NOISE] want
to start knocking out some thumbs for one
of your projects, I would say, go for it. We're going to start
diving into how to draw characters and compositions so you'll get a chance to
use these techniques in the upcoming videos. [MUSIC]
4. Drawing the Head: The thing we'll probably
be drawing most in our storyboards is
our characters. Let's take a look at how we can draw a simplified human form. As a child, we naturally draw the human torso as a shape
rather than a stickman. A drawings are also
relatively abstract, but earn a bad representation
of the human form. Let's unlock that
inner child again. Hey I never asked you. Yeah. Do you like guacamole? [NOISE]. By creating abstract people
to use in our storyboards. Starting with the human head, one of the most important
bits of information we need to describe is where are
our characters looking? We're going to translate a more detailed version
of the face down into a simple oval to
represent the head and a T-shape to represent
the nose and brow, or a couple of key features. This will give us
a simple way to describe the characters
look direction. For instance, if a
character is front on, we can describe that as a T shape of the
nose and the brow. From the side, we can draw the nose and the eye
as a simple triangle. From the three-quarter view, we simply shift the
T-shape to the side. To start with draw an oval that represents your
character's head. Place the brow
line just a little above the horizontal
center of the head. Then draw a vertical
line that is about half the size of the
head and length from the brow. This represents the
character's nose. If a character is looking down, we need to shift the brow
line down past halfway. If our character is looking up, we do the opposite and shift the brow line and
vertical line up. If they are looking to the side, we shift the T-shape
to the side. The T-shape works when the character is
facing the camera. But what if they
were looking away? What we can do is draw
a triangle shape to represent the nose and place
it to the side of the head. Now, it would only be
the tip of the nose, we would see as the rest of the nose will be
obstructed by the face. Then we can finish it off with a simple C-shape just off the center to represent the ear. If we draw that into a frame
and add some shoulders, we now have a medium T-shape of two characters interacting
with each other, similar to this scene
from The Godfather. [MUSIC] Why not draw the
features of the face? The answer is, of
course, you can. these are your storyboards, so feel free to add whatever detail to your
characters you like. Unfortunately, however, I won't be teaching
you how to draw a more detailed
heads and features in the short-course
for two reasons. Number 1, the purpose of
drawing storyboard thumbs, its not about creating
pieces of art, but brainstorming your ideas. Personally, when doing my
own storyboard thumbs, I don't bother
drawing the features. Instead I focus on expressing
mode through staging, composition, and
light. Number 2. Learning to draw
the human form is pretty complex and
time-consuming. Stan Prokopenko, an
amazing out-of-state. In reality is, it takes
much longer commonly between 5 to 10 years of proper training to reach a
level of drawing proficiency. But don't let that
discourage you. You can do it. If you're interested in
learning more about drawing, I'll share some links for free and paid online courses and tutorials that are
worth checking out if you've caught
the drawing bug. Now, let's push on to
the rest of the body.
5. Drawing the body: [MUSIC] When drawing figures, it's super helpful to have a rough idea of the
proportions of the human body. Now proportions can be anything
[NOISE] and get pretty complex but we're
going to cover off on just the important ones
for your average adult. Using the head as a
unit of measurement, the average adult is between
7.5 and eight heads high. Starting from the top, the
shoulders start just under the seven head mark about
one third of a head down, the shoulders are also
about 2.5 heads too. Next, the naval or the waist, it's found at the fifth
head mark and just a little smaller than the
width of the shoulders. The crotch sits at four heads
at the center of the body, just below the crotch is where the gap for the leg start, which is the edge of the butt. This one is important as it's
where the inner leg starts, the knees end at the
second head mark and when both together are
about one head unit wide. Heading up to the arms you'll notice the elbows sits about halfway down the arm and lines up with naval at five heads. The wrist lines are closely
with the crotch and the tips of the fingers rest about
halfway down the thigh. From the side view, you
notice how the spine curves and the chest
pushes out past the head. Let's translate that into a
simple and straightforward. Why this shape? Well, a silhouette reads well from
any scale within the frame. It's also used in architectural
drawings, in film, and video game concepts
to give us hints of scale or just to say, hey there's people
flying around here. [NOISE] Let's get drawing. We start by drawing the head, the next establish the
shoulders with a line. Remember the shoulders
are just under the head and are about 2.5 heads wide. We're going to
create a box which represents the torso which
is about three heads high. Before drawing the
legs it's handy to do a quick measure as to
where the feet rest, which is about four
heads under the torso. [MUSIC] The feet are
about half a head long. Lastly let's do the arms. For now we'll just do
them resting at the side. The elbows are going to
be about halfway down the torso with the hands resting above the
middle of the thigh. When drawing the feet,
the direction they point helps to sell which way
the body is facing. [MUSIC] From the basic
human silhouette you can make all kinds
of your own variations, you could add a long dress, you can squash it down to
create the child character. You can make it even more basic, this will be handy
if the subject is really small in the
frame or you have a crowd you wanted to draw
or you can [inaudible]. Howdy stranger? Just remember to roughly stick to those general
proportions for the head, shoulders, torso, the legs, and the two arms. Disclaimer. Once we start
moving the arms and hands we start
creating gestures. Now just a drawing is
another discipline all in itself and takes quite
a while to master. Unfortunately, I wouldn't
be able to cover it in the short course but I can show you how to draw
the arms and hands. If you're interested in
learning about just drawing, I have provided some
course recommendations. With drawing the arm gestures sometimes it's easier to
draw the hands first. If you think about it, the
arms actually follow the hands [MUSIC] other times it's easier to start with the arm if the character
is pointing for instance. With gestures we can
exaggerate the line of the arm to help sell
the character's pose. Creating gestures with the arms, is a simple way to express what your character's
feeling and can be lots of fun
to experiment with. If you get stuck with how
the arm gesture should look, simply use yourself
as a reference by striking a pose in front
of the mirror at home. We've got some ultra basic
looking people we can draw. Now it's time to turn them
into characters and use the language of cinema to tell
a story within the frame. [MUSIC]
6. Drawing wide angle shots: [MUSIC] Just like film, it's important we
create the illusion of 3D space in our storyboards. We can do this by establishing depth, by using perspective. Perspective basically
means making objects appear closer
or further away. These are small, but the
ones out there are far away. [LAUGHTER] [APPLAUSE] Small, far away. [LAUGHTER] There is a couple of rules
and tricks we should know that will make our
wide shots look their best. The great starting point for our wide shots
which will help with establishing depth is where
we draw the horizon line. [MUSIC] It's important
we correctly place and scale our characters
against our horizon line. If we don't, they can appear
as though they're buried in the ground or floating
off into the space. [NOISE] Let's start by placing the horizon line and a character smack
bang in the center. [MUSIC] Now, if we wanted to draw a second
character further away, they would appear smaller. But why would they
appear smaller? Let's do a little bit
of science, shall we? [MUSIC] Let's draw a quick frame with the horizon in the center again and tuck in
two characters. [MUSIC] One we can
see their whole body, and the other who is closer
to the camera we can just see from their
shoulders to their knees. Let's now draw the setup from the side view to
see what's going on. The camera would be
parallel to the ground, we would have one character
close to the camera. The camera's field
of view would be like cutting off their
head and lower legs. Then we would have
our second character further from the camera. [MUSIC] Let me grab
another color. Notice how the second
character's proportion in the camera's field
of view roughly matches the proportion
in the frame, same with the character
closest to the camera. Let's do another
one with the camera very close to the ground, tilt upwards creating
a low angle shot. One character in
the distance again, and one close to the
camera where we can just see their feet and legs. [MUSIC] Let's draw the camera
setup from the side again. [MUSIC] Camera low
to the ground, character close to the camera. [MUSIC] Let's get
their field of view, and let's place the
second character. [MUSIC] Again, we can see both
characters' proportion in the camera's field of view is also reflected in our frame. What we can also see is why we see just the
feet and the legs of the character in the
foreground while at the same time see the whole of the character
in the background. When I first started
doing storyboards I would often do a quick scribble of the camera setup from the side view with the field
of view and the characters, just like we just did. I found it helped me figure
out what position they need to be in and how big
they were in the frame. right exercise if your people are looking a little
weird in the frame, so I would definitely
have a crack of it until you get a bit more of the feel about where they need to sit. Back into drawing people. We know why objects appear smaller when further away
and bigger when closer, but what position do our characters need
to be in the frame? Where are they meant
to live in the frame? There's an easy rule for that, if it's a one point
perspective shot for example like a Wes Anderson or
Stanley Kubrick film, the horizon line
is center frame. When drawing our characters we need to line up their center with the horizon line, like so. [MUSIC] If it's a
low angle shot, the horizon line would
be low in the frame. Our characters' feet or ankles would line up
with the horizon line. [MUSIC] For a high angle shot, the horizon line
would be high in the frame with our characters'
heads all lining up with the horizon line. [MUSIC] There are three tricks
for creating depth which can be done with
characters and objects. The first one we've
already covered is scale. Objects that are comparatively smaller appear further away, while larger objects
appear closer. For a tree to appear closer, we need to draw it comparatively larger than the other trees. The next is overlapping objects. When objects partially
overlap other objects, we perceive them as closer
than the covered objects. In this example, we
make the trees appear further away by drawing them
behind the other trees. The last one is
vertical placement. We perceive objects
that are placed lower in the image
as closer to us, and objects that are placed
higher as being further away. This tree is scaled down but also higher in the frame
than the other trees, making it appear
much further away. [MUSIC] Now we have an
understanding of perspective, let's draw some
wide angle shots.
7. Drawing wide angle shots: Live drawing session: Let's do some reference drawing. the first place
we're going to start is we're going to look
at our reference image, figure out things like
where the horizon line is, where the people sit, and
then we're going to try and draw that on the blank
canvas on the left. Let's kick it off. Whereabouts
is the horizon line? Let's do that to start with. This one is pretty
straightforward, it's right across
here, of course. Where are people standing?
I got this stick. Now he's a tiny bit bigger
in the frame than this guy. I guess, they want to look
a little bit more powerful, I suppose in the frame. Let's have a go drawing
that over on the left. Cut our horizon line about here. They both touches just
below their waists. If his hand was down, it would probably be touching there too, just like we learned before. Probably legs are out there, and his head maybe here, so we've got his body,
we've got his legs, and then we've got his arms. Then we've got our
friend over here. He's a little bit
higher in the frame, a little bit bigger. His legs. Probably doing it
a bit bigger than the actual image there. That's okay, we're
just emphasizing it a bit. We've got his legs too. That's those two
guys in the frame. We're going to put other things going on, like the
road and stuff. This is something where I
want to introduce to you to something called
the vanishing point, same perspective, all lines
converge to this one spot, especially when they
want point perspective. You'll notice that the
road, goes here as well. The lines on the right,
edge to the road. Even the top of the
fence goes down there, and this is our vanishing point. If we wanted to draw the
road in, we can figure out, let's say the vanishing
point's there and another road goes behind
them and behind them, where it goes behind
this guy too. Then with the lines going down the road, beep, beep, beep. We can also do the fences. What we'll do is
we'll do the what we did at the top of the fences. That was pretty good. I'm
going to rotate the canvas. There we go. Some cozy
you can do in Photoshop. Then we can do the fences. Just a few other details on the background, telephone poles. But it's meant to
look sparse anyway. If you want to emphasize the
characters a little bit, just shade them in,
got a bit more. We could do this
fade pointing as well so they were kind of
looking at each other, and I the hip
direction if you like. Cool. That's pretty
rough, isn't it? If we hand it to
someone, they might not know what the heck that means, so it's always good
to do a few notes. We'll call this road and big sky. Cool. Let's try another one. Down here. Probably
this one because its composition is
pretty interesting. Again, we'll [inaudible]
with our horizon line, it's probably look
great about here. We can see because
it's quite low, it just touches
his ankles because the cameras were really
low to the ground. You can see the bottom
of his fit there. He's got the same ankles, even though his
sitting down still the same. Let's draw this fella. We'll start with
our horizon line, it's low about there. We'll just block out
this guy's feet. Say like there. We've got some legs moving up. Just a little bit of a foot, like a shoes, put on a jacket. Cool. We've got the
legs and the jacket, and then we've got this
dude in the background. We haven't really gone over how to draw someone
sitting down, but basically they're
all the same, Let's have a look
at this picture. We still got the hip on there. We've got the body, that
doesn't change size. The only thing that's changed is the upper leg's missing but we do have the lower leg
which remains the same size. There he is on his chair. His ankles and his feet
should be the same on the horizon line as the guy standing up. Let's
give him some arm. Then we've got this dude
hanging over top of him. If you like, if you want
to show his body position, it's tilted away like this. Then we can do some
things going down, and he's looking down, I'll put a little bit of a look. Then if we want to do
a bit more detail, we can show something
like the box here, which is connecting this table. There's all stuff going
on in the background. to create a bit of depth, but it's not super-duper important. The main thing is the framing, I think between where the character sit
between the legs here. I don't know if this is
going to make sense to anybody or even me
like a couple of days. What I'm going to
do is write a note. It's a trench coat and this is feet. Just to make sense. This thing, box/table. Cool. Great. Let's go into something
a little bit more [inaudible] Should we give
him a bit of a chair? Maybe some. There we go. Got another scene from Road to Perdition, is
that what it said? I think so. Let's figure out
where the horizon line is. It looks like it's above
the middle because I can see everybody's heads
basically on the same line, which is a giveaway to
where the horizon line, that's too low, horizon line is. A little bit higher
than that. I can't go get her out. Let's try again. Neck here, neck
there, neck there. Pretty close. Look, we
have at the top there. We'll have the vanishing point. Probably be on
there, maybe here. Let's see if I've got this
right. Then see these lines. Cool. Let's have a crack
at drawing this guy. Horizon line, not quite
matching up. Doesn't matter. Let's start blocking at
these guys out there. Say, his feet are out there. What would stick their head
just above the horizon line. That one guy there, we'll just do
[inaudible] actually. Then the another guy,
he's a little bit smaller in the frame. He's a bit higher up. Remember, higher in the
frame means further away. Let's go do a simple
blocking for this one. We've got another guy over
here holding the umbrella. Similar keys, about
the same as this one. Like this one. Super
rough drawings for the three. We've
got another guy. He's below down the frames that he's actually
close at camera. He's probably on a bit the
same line as this guy. [inaudible] again. We've got this other
guy over here. Where's the other boy?
He's the highest, so he's on there further back. He's crashed a
little bit though. Anyways. Let's put him there. He's doing some
crazy ninja stuff. [inaudible] Then the last
guy on the right here, he's a little bit higher in
the frame than these guys, so we put his feet
probably about there. They're super-duper
abstract looking people. If you wanted to add a
little bit more detail, which would probably be good. The scene's showing
it's a dead end, so their stuck in the alley. Let's do at the bottom
into the street. I'll have the buildings so
they're going all the way up to the edge so you can see them. Then we've got this one here, we could figure out
with the street, but that's a bit here. It's not quite right, is
it? It's a bit higher. [inaudible] There's a old timely car, beep, beep, in the background
there, beep, beep. A little pole. Put in a few things
to make it look like there's something at
the end of that street. Cool. Then we'll go to
all this rain on ground, make a few a bit of lines there. Cool. If we wanted to sell
it a little bit more, we could remove some of these. Let's get rid of
the horizon line. We don't need that
anymore. That would line up all the the characters. That'll give us a
bit more of a feel of how the scenes looking. Cool. My last turn, it's probably good
to do a few notes so people know what
these things are, or when you go back to
it in a week or two, figure out what was I doing? Dead end. Street. Sweet. Let's push
on to the next one. This one's a little
bit different as our characters doesn't really cut through the horizon line. He's quite low in the frame because he is a little
compared to the rest of it. I'm just going to make a guess
instead of horizon lines. In the middle or is
it lower? Let's see. Maybe it's actually lower
in the frame. About there. Cool. Now, one of the cool
things about this shot, is we can see the
way they have set up the hills is actually
pointing to Mr. Bond. See how he
flies down, *****. It's a nice little [inaudible]
not that one quite, but it draws the eye down
to where he is. Just cool. Even the roads point to him. Even this hill is,
which is gravy. Anyway, let's do some drawing. Let's get the horizon line happening so we see
where everything is. But see the vanishing
point here. Let's draw it over here. Let's not smack bang in
the middle this time. This is where we can
cut a line up our road, given that's does
snake off afterwards. Snaky snaky. Here
we've got Mr. bond. Let's draw a little character
in the middle here. Probably a little bit
higher up there, isn't he? That's okay. Then
we've got his car. Then we've got these
lovely mountains. We want to make sure these mountains point
down towards the man, lead the eye towards him. [inaudible]. I might get rid of
the horizon line again like we did
in the last one. Looks a little bit
more clear. You can see what's going on. We've got another hill. [inaudible] Even
the creek's got a leading, leading
your eye to him. Easy-peasy. I'll give
him a bit of color, and the car takes a bit. Going to stick out in the frame. Here we've got lots of clouds. Let's do a couple of notes. Bond, just the way
everything is. Car. This is a road. Mountain and mountain. This is all heavy cloud. Sweet. Let's have a look
at the next one. Cool. Classic Western. What I really like
about this one, it's got that cool
triangular composition. We've got this guy, he's
looking at that guy. That guy. Most defined
by where their feet are. Noise. I might just get
rid of this one. Let's figure out
where the horizon is, how let's say. Looks like all their
heads match up, so it must be high on the frame. This is the horizon line. We got our main character. Let's make it a little big. Head, shoulders, got his waist, legs, and his feet
are swayed out. Now I'm going to draw his
cape because it looks cool. It's triangularly shaped. We go to the second guy. I wonder if it would
help to draw the hair. Let's say we've got here, here. Further composition
a little bit. Cool. Saying our second
guy is about here. Their feet it's on the bottom of that triangle.
Let's draw his body. He's got some leggys. The last guy, he's actually more like
all the way down here. Then the background
got the wall. It's got some tombstones,
[inaudible] horizon, and a bit of a mountain range. Again, we'll write some notes. Graveyard. Cool. Let's push on to
the next one. Let's start with the horizon line. There's a little bit of a
cheat to finding it sometimes. You'll notice as things
sit on the horizon line, they appear straight
or parallel. For instance, these two
lines are parallel. But you'll notice when you
get down to the bottom, they start becoming quite diagonal like the
line of the floor. It gets more extreme the further it comes
from the horizon line. We know the horizon
line's here because these two lines are parallel. If we cut across here, that's basically where
the horizon line sits. Let's start by
blocking out some of the things in the
frame like the wall. Just before center, because that will help us figure out where our character is. We'll shove in the horizon line, so now to place our characters. Our first character is standing
in the frame about here. Legs, arms. They appear a
little bit lower in the frame because, of course,
they're sitting down. Now, she's standing on a step, so she's probably about
on the same plane as them or maybe
a tiny bit lower. Let's draw them. Let's draw back of
the chair maybe, and we'll draw her. She's a little bit
lower in the frame. Now what we might do is just draw a
few things that are in the image to try and sell
it a little bit better, so we can figure out what's
going on there because that's not really giving
us as much info, is it? What I'm going to
do is draw a door, comes down to her waist. Maybe the floor plane that
accompanies the door. We've got a few cool light lines leading to her with
the shadows and stuff. I might put that in
the end and around. We have the steps
are coming down. Got a bit of a plan here, I would have put that in there, and then give it a bit of depth. I want this color hair
in so she stands out. These guys too, they're serving as characters in the frame. Let's do that wall,
it's coming down. The stairs along
here a little bit. I will do the second
wall because it's' blocking off the characters. We went to the table too. We could probably
also do the ceiling, a little bit of the ceiling. In one point perspective, one thing you notice is that the vertical lines go
straight up and down, and the lines that
are horizontal, along the y-axis,
go left to right. The only lines that
are on a diagonal are those that go and point towards the vanishing point
or point towards the horizon on the top
or the bottom planes, for instance, the
roof or the floor. Sitting at table. Hiding from view. Cool. So now it's your turn. Dive down the rabbit hole, and find some of your
own reference shots. Have a go at deconstructing
some famous compositions, and don't forget
your horizon line and where to place your
characters in the frame.
8. Drawing medium shots: One of the most important
shots for expressing the emotion and connection of our characters is
the medium shot. It's incredible Sam. I can't tell you
how excited I am. We'll start by breaking down
a few different types of medium and medium close-up shots and how we can add them
to our storyboards. Let's start by looking at our single shot. We've
got two shots here. We've got one that's
a low-angle shot and we got a high-angle shot. The first one at the top
is the high-angle shot. One thing I want to show you is how you can tell the
difference and how you can help draw that in your storyboards to try and to find whether the
camera is up or down. First of all, we'll
look at is we can see, it's tricky to see, but basically the floor,
it's running along here. We can just see the coronary
which is running down. We can see the other full pain. As you'll notice,
the character is right directly smacked bang
in the middle of that. Very similar here, but this time the camera is placed
low and is looking up. That's why we can see the
ceiling plane on this one. This one we've got a
ceiling pitch here, control stray, corner
of the world going down and then we've got
this line across here. We got our ceiling here
and then our floor here. When we go to draw
these characters, you'll notice that you can
come up with them anywhere, and it's really hard to tell
what angle the camera is in. Let's say we throw around. Here is going to
shoulders come out. How do we know if the
camera is high on? Same here, where
are the cameras? What we could do is
we can identify where the ceiling or the floor is, and that really
helps tell the shot. Remember it's the shape here. We're going to do
that here as well then into the room coming down. All of a sudden
that makes it feel like it's a high-angle shot. We do the same here is
we'll apply the roof. What we'll do is we
won't have it so at the corner of the
wall and roof here, we're going to shift it behind. Let's make a slight
different composition. The corner of the
room, find it here. The reason they tend to place the subjects in
these three lines is that it draws the viewer's eye to that person and
emphasizes the character. You'll see it all the
time. Just to summarize, if you want to draw
a high-angle shot, it's important to
show the floor. The same goes for
the low-angle shot, except we need to
show the ceiling. All we need to do is draw
the lines where the floor meets the wall or the
ceiling meets the wall. To make the composition
interesting, you can include
the vertical line where the two walls meet. Let's have a look at the
classic cowboy medium shot. The frame has a camera
parallel to the ground and we'll start by figuring out where the horizon line is. Let's block him in. Let's hit direction in, let's place the shoulders. Then we'll go this way, his legs spy off to the side, which
kind of neat actually. Then of course,
being a cowboy shot, he's holding his piece, his gun. I really like this guy,
he is really cool. Then we can put in some
of the background. Here's a more modern
take on the cowboy shot. I don't have any even when
I see Samuel L Jackson. I just can hear him screaming. This one is more of a
low-angle cowboy shot. It's a little bit more dynamic. We can see again how we
can see the roof plane, so we know that it's
a low-angle shot. I've lined it up with
a secondary character. Now this one will be tricky. You know how we have to line
up the horizon line with a body part of the character to match the right scale with
the other characters. The problem with
this one is the line for the horizon is
probably quite low. It's probably the thigh
or something or legs, that might be his legs. That's his thigh there and plus it's tilted a little bit and we'll say, that's
where he stand. The property will
line up about there. We just imagine where the
horizon line is with this one. Let's draw the roof
and the ceiling. Draw that line coming down. One character in the corner
there. Going up in a way. We've got that poor fella on
the chair where life isn't really going too well for
him, right in the second. Then we've got Sam. It's probably good to pick. [inaudible] he's got his gun here. Cool. When you've got multiple
characters in the scene, sometimes it's tricky
to identify who is who. Quite often, what you would
do is you'd probably shade in the characters just to
help identify who is who. Let's say that's Sam
we show him in gray. Just so I can see who is who. Make it a little bit darker. Now we might even
leave him white. You notice these other
things in the scene that are important, like the door, for instance, you notice these all point towards
people in the frame. It's going to give it
some leading lines to push into our characters. Which is cool. Maybe I
can put the door in. Still one and two. These leading lines. It frames in the
show, which is cool. I like how I've done it.
Even more leading lines here for the shelves. That one is a
medium cowboy shot. What we can see,
our lead character, our hero is good. Let's take a look
at another one. We got a classic two-shot, a shot, and a reverse shot. Let's start by seeing
if we can identify the floor plans at all to see
if it's a low or high shot. This one you can see, we don't have the edge
of the floor plane, but you can see the
horizontal lines across which to tell
us where the floor is. It's pretty high, but we
can just identify that is like a line off here. If that was a wall
in the background, we can see the floor plane. Let's say that is actually a
hotshot. Where's this one? It's a low shot from
your perspective. We can see there's
no roof there, we can't see the floor plane,
but we can see the roof. Let's try and block out
this shot a little bit. What we might do
is just identify that floor plane again
because it helps a bit. The beauty about the
two-shot, of course, is that it connects your
characters together. Shoulders. You can see how she's
slanted to the side. Her weight's rolling
on one side. It just makes for more
interesting composition, so that's why I slant
her shoulders a tiny bit too. Then we have him. Their eye lines
matching as nearly on the same lines that will give us a good guide to where we should put the head. I will actually start
with the shoulders first. Look at the shoulders,
and then the head. That goes for this [inaudible]. I might just carry these lines, so he stands out a bit more [inaudible] and just to identify that's actually
the back of his head, give him a little bit of an ear. That can tell us it's
the back of his head. Here, we can just put
another look direction, so we can tell she's
looking at him. Now we've got the return shot. See that leading line of
the building behind him. What we'll do is we'll
give her a little hat, bare I think because it is cool. Let's start with him first. He's about here. The shoulders. In here, it's nearly
taken the whole frame. It cuts down on the frame.
Let's try it again. A little bit too high
in the framework. What's wrong with her shoulders. Her shoulders are like
outstretched here and then give her a little barrier, so we know where she is
looking [inaudible] direction. Now to identify
where the floor is, the edge of the floor helps. I can tell this is a high
shot and the one below , shot from below. The only thing I can notice
in the shot is something in-between both of
our characters here. Obstruction between them. It's not clear which I reckon are part
of the composition. Let's put the sign in the background and let's see that big pole really
obstructing the two of them. The line is well.
That's a little bit hard to determine
which characters, which at the moment, and then
it's a shot, reverse shot. Let's go ahead and
shade them in, so we can differentiate them. What we might do
is color him in, [inaudible] Here we go. A bit more foam. Then we'll color them
in here as well. Who is who? This color looks
funny. What's color? Secondary person
and another color, just so you see who is who. Let's start by
drawing a character, Harry line strangely on the ground want. Let's draw in the ground. [inaudible] the distance just looking up at the camera. Then we'll get our
agents in this one. Let's start by
drawing in the roof. There's a slight tilt to
the camera, which is cool. Then we've got our
agents standing in the frame, on there. [inaudible] shoulders, body. You see how his shoulders go that way and
this one that way. We can see who is the most important person
in this scene. It's the person who's the biggest or the
highest in the frame, and then we can block
in a few things like a small cubicle here. We can do their legs [inaudible] and will do a look direction to get the slide here to what
they are looking at. [inaudible] I've
got these lights. Cool. Now that look pretty
lost in the frame, I might do what I did last time. Just to bring them down a bit. To recap, a few things to include
in your medium shots are, number one when creating
a high angle shot, identify the ground and for the low angle shot,
thus ceiling. Number two, differentiate
our characters by shading them in
different tone or colors. Number three, incorporate leading lines into your frames.
9. Creating camera movement: Camera movement, it's one of the most expressive tools
available in video production. Naturally we want to express these ideas on our
thumbnails too. We want to add a sense
of forward momentum, pace, and energy to keep
our audience engaged. Let's not leave out the important tool
of camera movement. Let's add some of those
arrows and squares. [NOISE] [MUSIC]
Let's have a look at some camera movements
and how we draw them in our storyboards. Let's kick it off with the
zoom. Let me scribble. It seems pretty easy. This is for arrows one on each corner pushing in the
direction you want to zoom. For instance, an
arrow going in here, one arrow there, [NOISE]
another one there, and another one there. Now of course, if we
want to zoom out, let's put this zoom. If we want to zoom
out, same scenario. Just the arrows going that way. [NOISE] Cool. Now say we want it to zoom on something specific in the frame. It wasn't just sent
straight into the frame. Let's draw a dude here. Hey dude this is his eyes,
that's his shoulders. We want to zoom
right into his face. What we'll do is we
draw with a frame. Then let me get rid of these. [NOISE] We basically just
draw the arrows here. [NOISE] [MUSIC]
So the end result would probably look
something like this. Next thing we have is going
to be the pan rotating the camera up from the left to the right or the right
to left. Simply breezy. We're just going to
do a nice big arrow going from right to left. That would be pan to the right. Then of course the
other way pan left. Easy-peasy. Next one
we have is the tilt. Rotating the camera up or down. Two arrows on the side. Saying tilt up and for down
[NOISE] arrows pointing down. Tilt up and tilt down. Cool. Next we have the dolly or the
push in or pull out. That's when you physically
grab the camera and you move it
forwards or backwards. We'll call it dolly, that's got a couple of names. With the dolly
basically what you're going to do is make the
arrows a bit thicker. It's just like the zoom
except big arrows. [inaudible] Got to draw the arrow properly. Now, it's perfectly all right if they actually look
the same as the zoom, as long as you write down
the bottom what it actually is so people know it's zoom,
let's do that right now. Push in and pull out. Cool. Next one is
going to be truck. That's when we use our big
strong muscles and we actually pick up and we move the camera from left
to right physically, we do it, actually or rotate it. That one's super easy. It's just instead of one
arrow like the pan, it's just two arrows. [NOISE] I nearly
wrote pan there. I want to put truck. Then of course the other
way. The arrow is this way. This truck. Left, too easy. The next one is the
pedestal or boom. That's when we physically
pick the camera and move it vertically up or down. Let's call this boom, I should put an exclamation mark there because it makes it look. This one, same deal
as the other ones with the two arrows of the side. [NOISE] We'll call that one boom up and of course boom down, sweet. Now the final one that
I'll show you today is called the rotation or the roll. This one's a little
bit tricky to draw, but we're going to do it anyway. I think we should draw another
dude like we did before. Let's have some shoulders
again, little eyes there. We're going to do like
Dutch angle on this fellow. There we go. The frame is going
to end up twisted. All know got to do is to indicate which way it rotates from the
corner of the frame. It's saying it's going to twist to the left
or anticlockwise. [NOISE] That means I'm going to grab the frame and give it a nice twist
and it's going to end on those eyeballs
right there. Of course, if you want to twist the other
way you do that. Towards [NOISE] this direction. Cool adds, easy-peasy. [MUSIC]
10. Drawing anything: Basic objects: [MUSIC] When drawing
your story bullets, you'll find your
primary responsibility is placing your
characters in the frame. However, there are
times when props and environment can play a
key part of your story too. How do we learn how
to draw anything and everything within a
few short minutes? Well, the answer is we can't. [MUSIC] But, what we'll be doing is
finding reference then use our observation skills
to draw our objects. We'll use primary shapes and proportions to do our best
at making it look real. [MUSIC] We're going to
look at drawing a car. We're going to break it
down into its basic shapes. We're going to look
at five things that make it look like a car, then we're going to have
a crack and drawing it. The other thing we're
going to do is make sure we've got the
proportions of the car, a little bit like a
human body and hopefully it'll look like a car
by the end of it. Let's have a quick look at
what shapes make up the car. We have got a rectangular shape which makes up the
body of the car. This part here is called
the greenhouse of the car and it's four-sided thing. Then we've got the
wheels couple of circles cool and cool. Let's have
a crack at drawing it. We'll start just by
drawing that real basic square shape and
it's pretty easy here because we've got the reference straight
bar so we know it's going to be like this big. Cool. How wide is it? This is where I'm going
to stop probably using [NOISE] our proportions, and I'm going to use a wheel to measure stuff.
But we use colors. This is my car. I would say it's probably
about the size of the wheel. We have this big here
can it says squish. Next we're going to draw wheels. Take a little couple
of measurements here. Slits probably bigger
than this height wise. I would say that's nearly
half the size of it. Let's start by drawing
the roofy part. What is the angle come down
just behind the back wheel. Has slides. Where does it end? We'll do another
little proportional. That's the whole car. Is probably about
three-quarters maybe. I'll just record this. This is half three corners and ends. That's [inaudible]
and the wheels. The wheels, there are probably about nearly the
same size as the body. Drawing circles is tricky. [NOISE] Where does
the other wheel go? We're going to measure
that with wheels. We're going to say is one
wheel two, and three. Three wheels here one, two, three and the wheel is
there [inaudible] Cool. Now let's look at another
couple of things that make a car look like a car. Now you'll see on
this picture they've got like a ground plane. We can see the car.
That's actually when it comes to drawing cars,
it's pretty helpful. I'm going to draw the ground. One of the things that we've
got the mixer color come, we can refine the shape of it, gives us nice roundness. Let's care of the back of it. You'll notice there's
a bit of which shape in here.
Just cut that out. At the front. Maybe we can
slide off the front here. Let's have a look at the shape. It's the negative area
or right at the front. How about we have
a crack drawing. This is called the
greenhouse to spit here. What is the first window like? Let's say we'll cut it instead. It's a little bit Science
Office windows here. Second one does a
little bit slight back there and the last
window is here, you slip the back of it. How about we add a couple
of door handles in the middle cell so
it's a car? What else? Maybe we can do and shut the headlight. It's
like a triangle. [MUSIC] Now we have got
ourselves a green car. The beauty of all that is doing that little study and being that we're visual
creatures by nature, all that information slowly gets committed to your memory. If you study a car a
couple of times and you draw it a couple of times just by the act
of looking at it, observing and drawing it, you basically going to
commit it to memory. If you can remember from
what we did before, I'm going have you
to have a crack at drawing that car just
for memory again, it's probably going to
turn out exactly the same, but it's difficult a little like a car which is what we want. I'm going to start by
drawing the ground planning. I'm going to draw
the first wheel. Oh, here we go circle.
Now for memory. Remember it was like
three wheels between. I'm going to do the
ones three wheels. Then the next wheel will be
here. Let's get rid of those. I think if you
remember, the bottom of that rectangle is
through the wheels. It was pretty much even so. The height of this one
was about the size of the wheels. Just guessing. The greenhouse on top
was about half this. Slept away. If you remember the slope, I think it was the headquarters. I think it ended here
at three-quarters in. Let's stay on top of it and then it's sloped
in. That's a shape. It's not quite right, but it's a proper proportion of the vehicle when
we get that little which that would cut out here. I think that rounded
off a bit here and it was a
triangle with it for the front and a
triangle for the back. Then I think this was this maybe and the window curved a little bit
that way from that, this one slipped away a bit, and the other one
sloped back and then there was
some door handles. The good thing is we know
how a car looks like. We know functionally the door handles close to the
edge of the window. Even from your memory or even just look out the door
real quick [inaudible]. I think the door was sloppy, which is the reason
for that because otherwise it will bang
into this wheel here. Do the wheel arch, because it always seems
to make it look cool. I think last time
I actually made a bit brand or the back, look a bit noiser. Because it was quite
round the shape that car. Cool. That my friends is
your car from memory. [APPLAUSE] [MUSIC] For this example,
I've got three objects. We've got ourselves
a gun [NOISE], a knife [NOISE]
and something from the environment, a tree [NOISE]. What we're going to do is use
your powers of observation. We're going to pick
three things that really identify these objects. Starting with the
gun, we're going to pick the three things
that identify gun. Those three things I've picked was a handgun has a barrel, has a grip, and
it has a trigger. [MUSIC] To create the gun if you have a look at
it from this angle, it's mainly the primary
shape of a rectangle. Is a rectangle for the barrel. We use a slightly skewed
rectangle for the grip. On this top of gun, it's mainly like a square
for the trigger guard. Then I'll do a nice little
shape for the trigger. Easy-peasy. Let's go on to the next one. Looking at the knife,
similar scenario again, the three things that
make up a knife, if you can see is the handle, little guard because over the
handle and then the blade. Similar to the gun, it's basically rectangles,
we got a rectangle for that. Rectangle for the guard, and a rectangle with a
pointy trying to keep it at the end for the
blade, this is easy. The last one is a tree. A tree is real basic. It really is just
a lollipop shape. You'll see that lollipop shape a lot in architecture drawings. That's how they
simplify their trees. We just do the
trunk of the tree. Then we can just do
a circular shape to represent the mass of the
branches and the leaves. Easy-peasy. Once we've established the
main shape of the object, casting a nice
silhouette so you can tell what it is, you
can, if you like, go in and add some detail to really sell the object
that you've drawn. For the gun, I've
picked another couple of parts of the gun
that really sell it, cut a little slide across there. A couple of hindsight's going to add the clip
for the bullets, couple of little
screws and dots. Thicken up. Just amend the shape a little bit
of the trigger guard. Looking for those main bits and pieces that really
sell the image. Then add a few curves
onto our rectangle shape. Same scenario with the knife. I'll go through and I'll
curve out a few slots. There's little finger grips, little couple of
screws in there. Trim it a little area
for the blade and put that little serrated edge, like the point of
it is all pointing. A tree is a little bit
different scenario. I'm going to get rid
of the original shape. I'm just going to put some J lines around
the edge to show this rough silhouette
that the leaves like. Those steps are great for
drawing really basic stuff. But it doesn't help when trying to make things
look three-dimensional. Let's have a look at
the next video to see how to draw stuff
in three dimensions.
11. Drawing anything: 3D shapes: Now, three-dimensional drawing
is a whole another level, which like my previous cop-outs, I wouldn't be able to
teach you in this course. I will however, give you a quick demo
on how you would tackle a 3D drawing and an
alternative time-saving hack, which I use myself for
drawing tricky things. Let's take a look. [MUSIC] We're now drawing in a car from the sun.
It's not too hard. It's pretty much a square,
as we had a look at. We've got the
greenhouse on the top, and then we've got the
wheels in the back. Then a little bit of refinement. Couple of extra shapes
just to sell it, and we've got ourselves
a cool looking machine. [MUSIC] But what happens if the car is on a slightly
trickier angle like this? This is where things get
slightly complicated, and we have to know
how to draw in three-dimensions while
using perspective. For instance, we would need
to establish a horizon line. Start by drawing maybe
the back of the car, and then to draw this side
part here, this is the box. I need to get a vanishing point
and some vanishing lines. [MUSIC] As you see, the wheels are no
longer circles. As they squeeze to the back, they become ellipses.
We have to do ellipses. [MUSIC] Then we also now can see the back of
the car, back wheel, drop in there too
[inaudible] inside of it. [MUSIC] As you can see, things start to get
a bit more complex. [MUSIC] Let's go,
back window there. It could just make
up the shape car. That's just a really rough one. Basically, that's
the shape here. It's a cube, [MUSIC] and the wheels are cylinders,
but in perspective. [MUSIC] That's just a little taste of drawing in 3D
and in perspective. If you're interested
about learning more, I have some links to
some great resources. But for now, let's move
on to an easy hack, that even though I
can draw properly, use often, especially
when in a rush. It's good old fashion tracing. Disclaimer. Let's remember, these are not finished artworks
we are creating. They're just a tool to
communicate our ideas. There's no storyboard
police saying, "You can't do that." There's no plagiarism as these are just used
as a reference. Let us have a look at how I tackled some professional
storyboards I created as part of presenting product placement opportunities
for an independent film. Our first panel we're going
to look at was for a movie where we were
looking at trying to add some product placement in. That's why it's got
the blue squares. That's opportunities for
product placement in the shots. These ones I want to
look nice and have a really interesting composition
to sell the movie a bit. I was looking for shots
of a bit more complex, so I had like a really, like I said, interesting
composition. How I tackled this
one is I looked for reference images and then I placed them within my panel
and then I traced over them. Then I added the extra detail or manipulated it so it
suited that the story. Let's have a look
at the first one. Panel 1, they're both
standing in the ATM. I had us look online and I found the shop that I thought
would look really cool. I liked how he was standing
to the side of the frame, but I did need his
buddy in there. What I did is I
traced in the details that I thought were important, the guy standing near the
ATM on a wall and stuff. Then what I did is I traced
his mate next to him, because they're both at the
ATM trying to get money out. It's super-duper easy. I just did the most basic lines on the corner of the shop, the ATM sign how it stood in
the actual machine itself. Also, I extended the
wall so I could fit some posters and stuff like that for the product placement. Let's have a look
at one of them. Let's have a look
at the next panel. Make sure you turn that guy off. Number 2, this is more of a punched and
shot at them at the ATM, and probably having a bit
of of a little chit-chat. Same situation again, I found another picture of
a dude at the ATM. I liked how it was but didn't like the way
his hands were. So I quickly just jammed
that in his pocket, and then drew in his mate. Then I had a nice
little panel here. Super quick and easy. Don't need to know a
lot about drawing. Next one, person
standing at the ATM. Now this class was a
little bit more tricky, because I couldn't find a
picture of someone like that, with the card right in the middle of the
frame so you can see it. I had to squish two
pictures together. The first one you can see, I'll turn this sketch off, is a lady sitting at a
desk holding a card. I really want that hand and that card and that over
the shoulder shot. I thought it was
really cool. But of course there's no ATM. I found a picture of an ATM. That's not the ATM, this one is. Then crunched or smashed
the shots together, so you get these two, and then I just traced over it. What I ended up
getting was this guy. Let's have a look at
another one, another panel. Turn that guy off. Similar
situation for this guy too. I think with that one I drew, that one just from
scratch I drew a bottle and then made them smaller, and then put a little bit
of a blur on it. It's cool. The second one, however, I pinched a picture because
it looks really cool. I like that angle, found
that when I was scrolling through. Let's have a look. This is the original image.
Pretty much the same. I just added a second glass. I'll crank up the person
just a second and see. I like that angle. I thought it was
really dramatic. It has that perspective, you've got the bottle
in the foreground, you got the mid ground
with the glass, and the background with a
table that is resting on. The last shot couldn't
quite figure out. The main character is in
the middle there is lit up. There's one on the table, and there's a guy not paying any attention on his phone,
but he's the main dude. Actually, it's funny
because it's from a comedy, so that's Step Bros.
[LAUGHTER] It's funny. I like the composition.
I thought it was cool. All I did was just
turn him around to see what the description
of the theme was, and I sketched right up. [MUSIC] Look with that on. I drew a couple of
collections of glass on the table, and that
was handy, wasn't it? Then I drew it again. There
was a couple of glasses. They're all drinking wine. Then I just turned them around. Then I made the
lighting a little bit more dramatic to drawing. Really focus on that character. Next one is, what do you do if you rolling ran and you got a really specific angle or
shot in mind and you can't find a picture online that you can trace over
quickly and stuff? In this situation, I just
couldn't find the right shot. It was like a top-down shot. This is a panel 2 of him looking at getting a frozen bag of
peas out of a shopping bag, because he got
punched in the face and he wanted to
fix up a bruise. For this one, all I did was I grabbed my
camera and I just took a real quick shot
of me lifting out, how I thought the angle would look just on a floor of
my room in my house, pulling out a lens
of all things. Then I just
manipulated it to look like a bag of peas.
Let's see that again. Sketch. That's the picture there, and that's just a
draw over the top grabbing the bits of
information either, turn a little bit of a
dashboard behind it, so look more like a car. I did the same for
the fifth panel, which is this one
with the frying pan. I couldn't find anything where it's like the angle
looked like exciting and I thought having
this diagonal shot with the bag in the bottom of
the frame, the bag of peas. I took a little
biggie. As my kitchen, I check the pan where I wanted, I set up a shot, how I liked with my camera, took a quick picture, came back to my computer, and then just draw
over top of it. You get a nice little panel. Easy peasy. [MUSIC]
12. Storyboarding out a scene: To start on this
particular project, I hadn't been in contact
with the director yet. For me I had to generate the ideas from scratch and
that's why you can see me having a look through
the script to start with and generating a
couple of script idea is just to get me started. Let's start with
the opening frame. Now it's a top-down
view to bird's-eye view and both characters are
looking away from each other, that's why I've drawn
his shoulders like that. I put them on a diagonal because I thought it's
a bit more dynamic than putting them direct horizontal
across from each other. Now the script called for some Polaroid pictures
on the ground from one of the characters and
that's the one on the left. I'm just trying
to thinking about how her legs might look
like probably like crossed. That's why I blocked out that shape like
some crossed legs. Couple more little piggies. Now, if you notice
I'm drawing pretty slow because some of the footage that I've played back
for you from some of the other parts
of the course, I speed up the footage because otherwise it would
have been boring watching me draw for
hours and hours. I speeded up quite a bit just so you could see
what was going on. But for this one, I purposely left it at normal speed just so you get a bit of a feel about
how fast I actually draw. If you noticed, it's
not that quick. A lot of the time you'll
see I'm not actually moving or drawing, I'm thinking. Thinking a lot and
then trying to draw those ideas as they
come into my head. This is one of the
good things about Photoshop as you can see. I didn't quite like how it set the frame so I can shift
it around a little bit, which is pretty handy. I'm using Photoshop
for this one mainly because it's easier to
demonstrate to you, especially this is going to go through for the director to have a look at
and it's easier to just to shoot it out as a JPEG and then send it
off rather than drawing. Here, I've decided
to draw a little bit of a rug under them
or a mat because I felt like these
two characters are actually meant to be
connected in the scene and I thought by
having them sitting on a rug on the square, the square frames
and connects them. That was a whole thought
process behind that. Here I was thinking, how can
I get a little bit dynamic? I was thinking, maybe
you could have something cool like the light coming
through the window frames. This is me fluffing around
with that idea there. Anyway, this is
another cool thing about Photoshopping out. Do this little quick
mass and stuff. Funny enough though, even if you haven't used
Photoshop before, you're looking at
this tool going, wow, this is totally awesome. I actually still preferred drawing just on
paper when I can. I find it so much easier. I find it a weird
disconnect drawing with Photoshop than using
the way com tablet. The other good thing about
drawing on paper is, once you draw the line, especially if you're
using a pen, you really got to commit to the idea. I think it's a really
good discipline to learn because you're
thinking about every single one that
you're going to make. The problem we have
sometimes with Photoshop is you've got the ability just to
undo all the time. You'd like to try
that? Try that and I think it's quite fun. It's a bit of thought process. If you like thinking about
what you're going to draw before you put
it down on paper. Visualizing your strokes. I think now I've decided, I've tried to put
this light source in, all this light coming
through the window framing them and it's probably
just a bit too crazy. I'm just trying to
soften the edges here to make a little
bit more natural. Now normally I wouldn't put this much time into
a single frame. But this is the opening
scene of the film. I thought, I better put
some time into this. Make it really stand out because it's a
very important scene. Way too much shadow so I
dropped it down a bit. I'm playing around
with the opacity. I've decided let me just
make it pretty subtle, just a little bit. You can see with
my drawing speed, it's already been about
maybe four minutes and I've only done one frame, so I've got a heap
more frames to do. It does take a while this
process, but it's really good. It's really great way to figure out your ideas for your film. I've decided to tidy up
and make a little bit nice and neat because this is
going off to the director. I want to make it a little bit tight, little bit professional. But you can see how basic
the character shapes are. Now this is very important. This is me writing
notes on who's who, because it's very
important for scene. I'm popping a couple
of little ears on here just to give you an
idea of look direction Pointing out who it is, the props that are there, you can't really tell what are they sitting on, what
that in front of them. He's sitting in
front of a canvas. She's got some photos
spread out in the ground. This is telling whoever reads this what that shape
is on the ground. Let me jump back to the script real quick just to check
I've got everything. These little areas is a
little bit of a pushing, a twist in pushing. This is me. The next scene called for a close-up
of some pictures. Rather than try and
figure it out myself, I quickly jumped on lines
is another good thing about Photoshop and I was like, what's a really cool picture
that could be a right angle? This is it. What I've done, instead of trying to figure out the perspective of the stuff, I did a quick little and
just grabbed a picture just to get an idea of how it
might look in the frame. Just to get the prospective so it doesn't look weird and off. I haven't used the
layer on the picture, but the one that's
described in the script. Then I've put a shoulder
concern over the shoulder shot. If you're not sure,
especially with closeups are looking weird, don't be afraid to
grab a picture and do a quick trace over just to get an idea of how the
perspective's meant to look. Another little look at the
script for the next frame. Cool. This is another
over the shoulder. The first-ever shoulder is our character on
the opening scene on the left Leida and she's
looking at some pictures. This is the other one. This the fellow Goce
painting on the canvas. Super-duper rough but it's giving you an idea of how the whole sequence
flows together. Now I'm trying to connect the two characters
together again. This is a bit of an exchange
between the both of them. I've just speed up
the footage here too. Usually it's a lot
slower than this, but I've decided to
make it a bit quicker just so I don't
stuck you for ages. I think this whole process
took me hours and hours to do this opening scene. Now right here I've figured out the screen direction
is not quite right. I've got Leida on the left, just like in the opening shot, and I've got Goce on the right, which should be
right, but it doesn't match frames two and three. I've messed up the
screen direction, they should be flipped and that's why I've put
a little note their flipped to match fourth frame. I've jumped ahead
a little bit here. There was another close up
to a medium or a wide shot. Again, I'm just wanted
to show you this frame because here there was a call for an
ice-cream cone on a table. A quick Google search gave me that and I
control the outline of ice-cream cone because I don't really know how to
draw an ice-cream cone. This isn't about improving
your drawing abilities, this is about
creating some frame. I just do stuff like that
just to make things quick. Just something to bear in mind, especially with
creating pictures. There's no police
out there saying, hey you trace that, that's cheating.
It doesn't matter. What you're trying to do is
get your storyboards done. It doesn't matter if your
trace some some objects. Here I shuffled a
few frames around. I went back and read the
script and realized, actually I need to show the
cone a little bit later, because she dips the
cone in some boos. Some good old
[inaudible] She's like, oh man I got to draw that
shot. Here, have a look. This is what happens to you. As you're drawing, you
might get an idea. You look back at the framing, hey, you know, it's a good idea. Maybe if I do a
little focus pool that and would match up
to the following frame. Quite often as you're drawing, you figure out holes in your sequence and you
might go back and change them so that each keyframe blends into the next
one in a nice flow. The other thing I'm doing
here is I'm actually drawing quite a few frames and I wouldn't usually
do this for scene, I'd only limit it
to maybe about six depending on how
complicated it is. Basically I'm just
doing the keyframes. I'm not doing every
shot reverse shot. There might be a
short reverse shot. But this gives us an idea of the cameras setups
we're going to need. We could, for instance,
shoot the whole scene from this one camera setup here and that will go
hits and the edit. Depending on your
involvement in the film, especially if you're shooting
it or you're directing it, this is good too because you
start to get an idea about, that's way too many setups, especially for the time
I've got to shoot and this is a really great
way to test it out. I think here I was probably
thinking man there's hardly any movement
in the cameras. This is getting a bit
boring I got to do something a little
bit more dynamic. She's eating her ice cream, she smashes it onto his head but
he doesn't actually know. Oblivious to the fact, I thought it'd be funny if
it came in from off-screen. Obviously, you don't know
what I'm doing here, got a bit stuck. What now, dude? Quickly
look at the script. Got of problem-solving, a lot of trying to
figure out, "Hey man, what I'm I meant to be doing?" Sometimes you come
with an awesome idea and then you're like oh,
but what do I do now? It just doesn't flow properly to the next scene. It's just not working.
I'm trying to figure out something
[inaudible]. So look I just deleted
the whole thing without a care. Scene
wasn't working. The friend didn't match up, I didn't feel it. It was just like, that's boring. Doesn't work, doesn't seem
to flow. You just delete it. Move on. It's pretty important not to get too attached to your drawings because it's the entire sequence it's not just a single frame. If you start drawing a frame or to you feel like the
flow is not working. It's looking boring, it's
looking too generic. It doesn't really sell a story. Any of those reasons
just kill it, just delete it, try
something else. Because we keep these
drawings so loose, we don't spend a lot of time on them it's really
easy to delete them, and it's also easy
to make new ones. That's the great thing about
keeping it really rough. You're not really
invested in the drawing. So you can easily just delete it and think
of something else. I tried to give them angry
eyebrows, it didn't work. We've jumped ahead
quite a bit again, I've got a few frames
here got a nice little pushing on the left. So remember, we're using
those bits where we can define whether it's a
low shot or a high shots. So we know it's a
high shot because we see the bottom of the
floor with lieda there. I'm playing around with power. So we're going from
a low shot on Lieda, and then a high shot up to Goce. But in this part here, I think I might end up
deleting this out again. But what I was trying to achieve is that we
have the high and the low. There's a bit of a
play of power there. But then I wanted to
balance it out again. So I wanted them to
be like a level shot. It's a little bit
tricky because he's actually higher than
here in the frame. She's sitting on
the floor and he's sitting up on the stool. Yes see just killed. It wasn't working. Move on. That's what I'm thinking
it's really important. I get them levels. Let's start by putting in a horizon line, and
matching them up. That fit much better
than that last one, and that felt all over the shop. That one's got stuff or details. It's just there to
tell the story, figure out some cool framing
for your cameras setups. That again, see I
wanted to make sure the horizon line was stuck
in the middle so it was flat so it was no one more
powerful in the scene. Even though later takes up a lot of the frame and that on, e and we'll see Goce
in the background. He's quite small
compared to him. She's actually confronting
him in this one. That's what I wanted to
make them feel small. I'm just playing around with hit direction as she looks up, she hands him a picture. You would jump to
handle the beginning. Again just to speed things up a bit not to make it so
boring for your fellows at home on your
Lieda [inaudible]. He's sad. Shifted a little bit over
in the frame to make it look nicer. Little bit nicer. That's how we say nice
in Australia, nice. Look the holding
hands happy day. Not quite holding
hands she's like passing the picture and saying, hey bro because
actually it's his bro. Hey bro, brother, and sister. Bro take this little
picture on your knee. Lots of notes, there we go and make it easy. Because I'm going
to have to explain this to the director. If you're not felt like me you might forget what you're actually doing the day before
then you can bring it on. That's right. Look
here at those notes. Lot's of the that's the edge of the here's a bit too low
but too extreme, is the roof so can define
it's a low angle shot. [inaudible] Somebody
shuts down the greatest but at least it's getting
these ideas down on paper to get this overall flow that I have to be perfectly that you might find it when you go and
shoot it on the day, that it might be a better
shot a better angle but it's better to have a plan on the day that no plan at all. Here decide this should be in the middle
of the frame a bit more. Not quite sure about that shot. Sometimes I find it
helpful to have a flip back through the sequence
since any other shots where we can read camera
setups we use again or any ideas or how does it
feel overall the sequence? Having a play with the idea here. Yeah, looks like I'm
hesitating a lot. I'm not liking what I've got, and I think of yes, and it's gone again. If I ain't working, usually I just push on. You got to remember that
this is a feature film on doing as well so you can't spend too much time in every frame. You just going to get
through and get done. Do you first pass, see how the whole film looks together? Then come back and
do some changes if you think it's needed. Obviously, I wanted
some movement and I think a little bit it's
something different, a bit of variety the
way the camera moves. I thought this one can be cool. It's like motivated by later
actually gets up, stands up. She's sitting on the floor
at the moment. She stands up and we can shift
the camera with her. I reckon I was happy
with that shot, and then I thought hey, we could add a little bit
more movement maybe. She exits the frame
and leaves him. So now ride on the last shot of the opening scene which is pretty important to
watch it open with, and what you're left
with is very important. Wow, maybe not, maybe I've got a
bit more to draw. Let's have a look
of how did I just changed my mind I
can't remember. Let's have a look. Yeah, can ask, it's a Canvas. Thank you very much. I think I kept this. Yeah. What's happening
here is Goce is sitting in front of his canvas and he's done a little
bit of painting on. Lieda gets up, she grabs another brand new blank canvas and pulls the old one away, and sticks a new one
in front of him. Putting a few ideas about how the sequence of the
camera movement will go, places those numbers. It helps sometimes
because if you've got like two movements
within one setup, you can see like
he said number 1, it goes up, then number 2, it pushes over to the right. The areas in front
of his blank canvas. I thought sometimes it depends how involved
you are on the project but potentially I might
be editing this one, maybe not who knows. But I'm always thinking to
the edit as I'm doing it too. Like how do you cut from
one shot to the other? Because that is important. Looks like I skipped
ahead there. So when a gentle push out, the story is about a painter who's got quite a
heavy artistic block. I thought it'd be neat here
to leave him swimming in this big white blank canvas
as we slowly push out, and he's like drowning in it. It's basically the thoughts
I had. So I did that. Now I want to had to look
at it and I want to show this is like the opening
scenes are very important. I wanted to show the director
my thoughts, my feelings, my vision, might be for
it based off his script. So to make it as clear as possible because we
didn't do it together. I really have to show
it to him clearly. So what I'm doing
here is I'm just coloring in the
characters to say you can define who's who in the shot so make gospel dark
Lieda very light. Just so you know who's who as we move through the sequence. Look at super speed up to
icon color in that class. That would have taken me
like an hour or something. Here's how the final sequence turned out for the first scene. As you see I just added
a couple more things, of course, like the film title, the see number, which is
seeing one of course, and also popped a few notes
in a different color. I chose blue. Just bits where I think maybe
something needs changing a couple of notes about maybe this could be a different
shot that kind of thing. What I'm I do now which
will be really helpful is to zoom up on each frame, and match the frames
to the portion of the script so we can see the script and the
frames side by side. Check that out in
the next video.
13. Storyboard vs script: Interior loft studio; Goce's residence; Day. A spread of Polaroids are clumsily scattered
on the floor. Someone is arranging and
re-arranging them from above. The ones on the outer
edge appear to be abstract shots of
buildings and trees. There is a space in the
middle, it's empty. Panning out, we see Leida;30, dark hair, medium build. Is sitting cross-legged on the floor in front of
her graphic arrangement. Leaning back with both her
arms supporting her posture, she looks out into the
small studio apartment. Goce, 39, dark hair, medium build. Her brother is seen sitting on a small stool opposite
a large canvas. In his right, he's holding a paintbrush, and in his left, an old Ascot cap
covered in paint, he appears deep in thought. Leida observes him for
a few brief moments, smiles to herself, and gets up. Speaking from afar, Leida, "Hey, you want some
funky ice cream?" Goce doesn't
immediately respond. Irrespectively, Leida
makes her way to the kitchenette and is
seen opening the fridge. Goce, "What makes it funky?" Leida is seen scooping up the white vanilla ice cream from the medium size tub
into an ice cream cone. Leida to herself,
"Good question." Spotting half a glass of
what appears to be brandy, she dips the ice cream
cone into the glass before jumping up onto the counter
from where she now sits. She tastes her
impromptu concoction. Leida, "Not bad at all." Staring out at Goce, he
has now placed the cap onto his head and appears entirely absorbed
in the painting. Leida munches away on her ice cream before
jumping off the counter. Very carefully, she advances towards him holding
the ice cream cone. On route, she dips down and with her left hand and retrieves
her Polaroid camera, which she now holds
in a steady position. Sneakily, she approaches
Goce from behind and very gently places the
ice cream cone on his cap. He doesn't notice,
and is delicately going over a pattern on
the canvas before him. Leida restrains her laughter by cupping her right
hand over her mouth. As she retreats back, she aims her Polaroid
camera at Goce, unaware he has an ice
cream cone on his head. She snaps the Polaroid and
the photo streams out. She shakes the picture,
its come out perfect. She then makes her way back to the section of the floor with all the arranged pictures and places it in the vacant
spot she'd reserved. It's completed the collage. Leida, "Perfecto."
Goce turns around, Goce, "What the
**** Lid, Jesus." He places the ice cream cone off his cap and it
falls to the floor. Meanwhile, Leida is laughing
and she rolls back. Angrily, Goce is cleaning the cap with the sleeve of
an old shirt he's wearing. He looks down at
the ice cream cone, it's splattered all over
the white drop-down fabric. He looks over at Leida who has a big old smile on her face. Goce, "Not funny. I'm trying to work here." Answering back from the floor, Leida, "So am I, and I've made progress. Look." Goce looks over at Leida's collage,
then back at the cap. Goce, "You know
it's my lucky cap. Every piece I've done." Leida, "Save it. I've heard this a million times. You
got to live a little. Besides, I remember when
she was still alive, when she gave you that cap." Goce pauses and finishes
cleaning the cap. Leida now enters the frame
and about faces him. Leida, "Maybe I can
get you a new one? Goce, "You're missing the point, it gets me into the space." Leida, "Yeah. Well, about the
exhibition piece, you know the Stalker
exhibition is the most prestigious
one out there. Imagine this, your piece
exhibited at Stalker. That's your window." Leida points to a large
canvas that sits to the far end of the room
still in its packaging. Goce goes silent and looks back at the piece he's
been working on. Leida picks up on this. Leida, "Listen, I know procrastination
when I see it, and you have till
mid-April to get this in. Doesn't leave much
time, does it?" Goce appears to be
frozen in place. He puts the cap back on and sits down on the
stool facing Leida. Sensing the elephant
in the room, Leida ducks out of frame
briefly before coming back with the Polaroid she'd taken of Goce a few
moments earlier. She hands the photo to
him as he observes it. Goce, "Looks absurd." Leida, "You know
what's really absurd, the fact that you've
stopped doing your portrait
pieces completely." Goce is silent on the
matter while moving his thumb up and
down the Polaroid. Leida, "It all happened
after she died. Your blocker, both you and
dad stopped at something. For him, well, that's
fairly obvious. For you, well, imagine
if she was here today?" Goce, "It's not that simple. Leida, "Nothing is. The exhibition, that
one opportunity, it's your window remember. The whole 'windows' discussion
she'd have with us. You may not even
realize it's there." Goce, "I'm staying
with abstract. I just." Leida now
approaches Goce, and places both her
hands on his shoulders. Leida, "Look at me." Momentarily, Goce looks away, then makes eye contact. Leida, "As long as I'm around, I'm going to ensure
that every one of these little windows
that open up for you are seized. You got that?" Goce, "I don't even
have a sitter." Leida smiles and pulls back. She walks up to the easel, and takes the canvas
he's working on off, resting it against the wall, before retrieving the
unpacked new canvas and placing it on the easel. She throws a look back at
Goce who has now stood up. Leida, "No excuses. We'll find you a sitter." [MUSIC]
14. Final thoughts: [MUSIC] A lot of people don't even have the
confidence to try drawing, so good on you for making it all the way through to
the end of this course. I really hope you had fun learning the
basics of storyboard. Just a little recap. Don't forget to get those proportions right
when drawing people. Think about where to
place the horizon line, for interior scenes, identify the camera angles by showing the ground or
the ceiling planes. Don't forget them
arrows for movement. Finally, experiment, explore, and have fun with it. Remember, these are all you
need to visualize your film. Like these famous
Hollywood directors, you too can visualize your
film through storyboards. So go off and unlock that happy little child
on you [NOISE] that used to color and draw
without a care in the world. I'll leave you with
one little quote from the man Mr. Pablo Picasso, "Every child is an artist. The problem is how to remain
an artist once we grow up." Be safe. [MUSIC]