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These are the user uploaded subtitles that are being translated: 1 00:00:03,520 --> 00:00:08,800 Hello! and welcome to the second part of the  stylized perspective tutorial... all right and   2 00:00:08,800 --> 00:00:14,240 here's one more really good example of how a  predefined artistically shaped perspective helps   3 00:00:14,240 --> 00:00:20,160 to shape the lines. again we can perceive it as  a lens effect or as a space effect, it's up to us.   4 00:00:21,680 --> 00:00:29,520 Matt has taken a picture of quite boring subject  but then painted it in a very fantastic fashion   5 00:00:29,520 --> 00:00:36,880 by adding flow to it. and what's interesting  once again is... what kind of lens would you need   6 00:00:36,880 --> 00:00:43,440 in Blender to recreate this warped perspective?  it's pretty hard to tell, because it's an artistic   7 00:00:43,440 --> 00:00:51,200 perspective that you *invent* to get a specific flow. you'd have to bend geometry to get this effect   8 00:00:51,200 --> 00:00:59,840 sadly the usual implementation of the 3d space in  3d editing software is that the space is flat. it's   9 00:00:59,840 --> 00:01:08,400 a traditional zero curvature flat space, euclidean  space, absolutely predictable. so we will need to   10 00:01:08,400 --> 00:01:14,640 bend the geometry itself. well, not a big deal,  we can do it. so let's have a look at an example   11 00:01:14,640 --> 00:01:23,520 in Blender. here we have an approximation of the  scene, how it looks with a usual camera without any   12 00:01:23,520 --> 00:01:30,400 artistic twist, so how can we bring the geometry a  little bit closer to what we see in the sketch in   13 00:01:30,400 --> 00:01:39,680 terms of perspective? let's try the lattice object.  Shift A, Lattice. well we can accomplish this effect   14 00:01:39,680 --> 00:01:47,120 in various ways but lattice is one of the easiest,  so i'm going to scale the lattice... uh... vertically   15 00:01:47,120 --> 00:01:53,840 like this, so it encompasses the geometry and  uh i'm going to roughly position it like this   16 00:01:54,880 --> 00:02:01,440 and then we just need to go over into the lattice  tab within the modifier settings and tweak the   17 00:02:01,440 --> 00:02:07,360 resolution of the lattice. what we're gonna do  is use this three-dimensional object to bend   18 00:02:07,360 --> 00:02:14,560 all other meshes within the scene by tweaking  the control knobs on this lattice but before we   19 00:02:14,560 --> 00:02:21,040 need to select all the pieces of geometry and  bind them to the lattice. so let's go like this,   20 00:02:21,600 --> 00:02:25,440 then shift select the lattice  object as the last one in the stack   21 00:02:25,440 --> 00:02:33,520 Ctrl P to parent and parent to lattice deform. now  the setup should be ready for tweaking, we can go   22 00:02:33,520 --> 00:02:41,360 Tab to enter the edit mode for the lattice object,  select a bunch of points in the orthographic mode   23 00:02:41,360 --> 00:02:47,600 and... and push them in whatever direction we'd like  with the help of the G key to move. and so you can   24 00:02:47,600 --> 00:02:54,800 notice that it works kind of like the force field  that spawns across the entire scene and as if it   25 00:02:54,800 --> 00:03:00,480 bends the space, even though it doesn't bend  the lighting. technically we're not changing   26 00:03:00,480 --> 00:03:06,800 the curvature of the space itself, but it looks a  little bit like this, like the perspective effect.   27 00:03:07,520 --> 00:03:13,600 and that's a decent substitute to... to having a  proper system for manipulating this space itself.   28 00:03:14,560 --> 00:03:22,240 all right so that was one of the approaches of  artistically shaping the... reality =O by the way these   29 00:03:22,240 --> 00:03:29,920 images are from the Matt's paid course from the  CtrlPaint shop from the design series which   30 00:03:29,920 --> 00:03:36,640 i really recommend you to watch also and also the  free digital painting videos he has on the site.   31 00:03:37,200 --> 00:03:44,080 golden stuff i say! but let us go a little bit  deeper into the rabbit hole of the artistically   32 00:03:44,080 --> 00:03:51,840 warped perspectives where things become stranger  and stranger as we go down. the space may get broken   33 00:03:51,840 --> 00:03:59,360 or angular or spherical, hyperbolic, something like  that, crazy stuff, basically that's the movement   34 00:03:59,360 --> 00:04:04,880 to the right side and to the top of the Hjalti's chart towards non-representational and stylized   35 00:04:04,880 --> 00:04:12,000 perspectives. reality is flat and you  may say boring (but not necessarily)   36 00:04:12,000 --> 00:04:22,480 while in the abstract land the x y and z axes  uh can be twisted like this... or there can be no z   37 00:04:22,480 --> 00:04:31,280 axis but, instead you get an A axis for example.  yeah it's like x y and... Anarchy. i made it on the   38 00:04:31,280 --> 00:04:39,040 fly. and in the stylized part of the spectrum you  you can get something like x and y without z or   39 00:04:39,040 --> 00:04:46,800 something like that. really generalized. so let's  say uh what if we want to push our perspective   40 00:04:47,360 --> 00:04:54,640 over there in terms of positioning it on the  Hjalti's chart? hmm, what can it be? let's talk about   41 00:04:54,640 --> 00:05:03,280 artistically warped and impossible perspectives.  one of my favorite games art-wise the Day of the   42 00:05:03,280 --> 00:05:11,120 Tentacle and here we can see how the perspective  has been broken in every way, but with style.   43 00:05:11,760 --> 00:05:19,360 the visual flow or the flow of two-dimensional  shapes and lines is created by warping the 3d   44 00:05:19,360 --> 00:05:27,040 perspective in an artistic manner. in stylized  art you can set your own rules for space and   45 00:05:27,040 --> 00:05:34,640 perspective. this is truly liberating. and here's  a quick exercise to nail down the concept. first   46 00:05:34,640 --> 00:05:42,080 of all it's a 22 millimeter lens, as if it matters  something in such a broken perspective, but anyway   47 00:05:42,080 --> 00:05:49,280 this is a wide angle lens and the rest is bending  the geometry. the same story over and over again,   48 00:05:50,240 --> 00:05:57,120 the walls for example... we can keep them curved to  follow the sketch. there are no straight surfaces   49 00:05:57,120 --> 00:06:03,840 in the scene whatsoever, no flat surfaces either  except maybe the floor so it's like we're looking   50 00:06:03,840 --> 00:06:10,560 at this imaginary world through a super peculiar  lens so to speak. and according to this lens...   51 00:06:10,560 --> 00:06:16,640 and at the same time to the sketch obviously which  is the screenshot from the Day of the Tentacle...  52 00:06:16,640 --> 00:06:25,200 the wall can have a little bit of this angle built  in. the objects in the foreground look like we are   53 00:06:25,200 --> 00:06:32,960 using the fisheye lens even though we're not. but  that's the logic of the non-euclidean space that   54 00:06:32,960 --> 00:06:40,960 predefines everything we do in 3d, if we're about  to follow the sketch for that matter. so to follow   55 00:06:40,960 --> 00:06:47,040 this logic to its... logical conclusion we need  to shape all the objects according to the   56 00:06:47,040 --> 00:06:54,160 shape of the space in the scene even if it means  angling the objects in a very strange way indeed :)   57 00:06:55,680 --> 00:07:01,840 like this... skewing the walls a bit,  giving every surface a slight twist   58 00:07:02,880 --> 00:07:11,360 to make sure there are no normal looking places,  like here for example, it's too flat, let's turn it   59 00:07:11,360 --> 00:07:17,360 to the camera a little bit. so the key takeaway  from this video i hope is that even though the   60 00:07:17,360 --> 00:07:25,520 camera in 3d can show things in a pretty normal  way, we still can achieve a pretty interesting   61 00:07:25,520 --> 00:07:32,320 artistically infused perspectives with the  help of some manipulations with geometry.   62 00:07:32,320 --> 00:07:37,920 and of course it's super helpful to have such  things pre-planned in in the sketch, because   63 00:07:37,920 --> 00:07:44,640 sketching allows to test the perspective  ideas in a very quick fashion, to not get   64 00:07:44,640 --> 00:07:50,520 bogged down by the limitations of the  flat 3d space in 3d editing software. 9009

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