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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,200 --> 00:00:10,080 Hey hey! Gleb here :) Let's have a look at stylized  perspective, an integral part of creating stylized   2 00:00:10,080 --> 00:00:16,480 3d art. to be clear, there is no lens that could  make everything look stylized or realistic.   3 00:00:17,120 --> 00:00:24,560 what various lenses do is that they define what  is called visual flow or how the shapes and lines   4 00:00:24,560 --> 00:00:30,400 in your image will... well... flow. this one is the  orthographic view by the way, so the parallel   5 00:00:30,400 --> 00:00:37,920 lines in the 3d space are truly parallel, there is  no convergence and it looks a bit like a miniature,   6 00:00:37,920 --> 00:00:44,240 something like that. one may argue that it looks  cartoonish because of these properties and it will   7 00:00:44,240 --> 00:00:51,680 be an okay assumption. there are different kinds  of lenses and perspectives, this one is fisheye and   8 00:00:51,680 --> 00:00:59,920 you can instantly tell that the lines and shapes  kind of flow in this bulgy curved pattern so to   9 00:00:59,920 --> 00:01:05,680 speak it's a totally different look compared  to the orthographic view, but it also looks   10 00:01:05,680 --> 00:01:11,440 cartoonish in its own way and obviously it depends  on the contents of this scene so i invite you to   11 00:01:11,440 --> 00:01:18,640 watch all other chapters of the course ;) tadam!  okay and apart from the normal lens selection   12 00:01:18,640 --> 00:01:24,880 there is such thing as artistically shaped  perspective or impossible perspective like in    13 00:01:24,880 --> 00:01:34,640 Day of the Tentacle game. you can expand the space  or collapse it, create impossible perspectives   14 00:01:35,360 --> 00:01:43,440 or create the perspectives that don't use  straight lines. so many creative opportunities!   15 00:01:44,560 --> 00:01:49,280 and we will be talking about some of  them in this tutorial, so keep watching.   16 00:01:50,240 --> 00:01:55,120 but first let's say a few words about  how lenses work in Blender and other 3d   17 00:01:55,120 --> 00:02:02,960 packages for that matter. the wider we go on  the lens no matter if we use 2d or 3d tools,   18 00:02:03,520 --> 00:02:10,320 the wider we go on the lens, the more  depth and distortion we add to all lines   19 00:02:10,320 --> 00:02:18,560 and conversely the longer we go on the lens the  less "3d" the visual flow becomes, as a rule of thumb. 20 00:02:21,120 --> 00:02:28,000 and on top of that there are such things as the  panoramic lenses, for example the fisheye lens that   21 00:02:28,000 --> 00:02:34,960 add a peculiar distortion to all the contours  in the image, so the choice of the lens becomes   22 00:02:34,960 --> 00:02:41,920 a part of the style in terms that it defines the  composition, the impression of depth and other such   23 00:02:41,920 --> 00:02:48,960 fundamental things. so let's have a look at this  scene with a peer man, the peer person. here we have   24 00:02:48,960 --> 00:02:56,800 a telephoto lens, i'm going to make it a little bit  bigger to see it better, so it's 120 millimeters,   25 00:02:57,920 --> 00:03:06,800 which is a longer lens in the photographer's lingo,  the longer lenses tend to contract the space so...   26 00:03:06,800 --> 00:03:14,400 the room looks a little bit more confined... uh... like  a miniature, at least in my mind. that's the look   27 00:03:14,400 --> 00:03:22,080 that you get when you use the longer lenses, for  comparison the 50mm looks like this now there is   28 00:03:22,080 --> 00:03:29,840 more dimension or depth to the room it's much less  confined and we can feel the increased sense of   29 00:03:30,400 --> 00:03:36,960 how the lines are converging into a certain point,  even though we haven't changed anything within the   30 00:03:36,960 --> 00:03:44,400 scene it looks quite differently and even more  so if we choose a wider lens like 12 millimeters.   31 00:03:45,040 --> 00:03:52,800 now the space recedes into the distance in a more  dramatic way, so we can really feel the perspective,   32 00:03:53,520 --> 00:04:00,400 the lines of the room now converge at more acute  angles and in some sense we got further away from   33 00:04:00,400 --> 00:04:08,080 the norm and into more stylized regions of the  lenses so to speak uh because 50 millimeter was   34 00:04:08,080 --> 00:04:14,560 how our eyes see the world roughly speaking  and the extremes like 12 millimeters or on   35 00:04:14,560 --> 00:04:21,520 the other end of the focal length range like 200  millimeters they give slightly more... how should   36 00:04:21,520 --> 00:04:29,440 i put it... exaggerated impression of depth, either  flattened or stretched like in this one, this is   37 00:04:29,440 --> 00:04:36,640 the fisheye equisolid by the way. in addition  to giving the impression of a really deep   38 00:04:36,640 --> 00:04:43,440 space it also gives kind of interesting bulge  to the lines, like pillow-shaped bulge. one can   39 00:04:43,440 --> 00:04:50,800 argue that we're already giving a stylistic touch  to all the shapes within the image thanks to the   40 00:04:50,800 --> 00:04:57,120 perspective distortion, especially if we take  it further by adjusting the geometry itself   41 00:04:57,680 --> 00:05:05,040 to give it a heightened sense of perspective  distortion caused by the lens. the bend and twist   42 00:05:05,040 --> 00:05:12,000 that we can give to the geometry with the help of  the proportional editing or lattice or other means   43 00:05:12,000 --> 00:05:18,560 is yet another step in the direction of stylizing  the perspective, giving its artistic touch.   44 00:05:19,280 --> 00:05:26,880 we will talk about that and even do an exercise  later in the tutorial of how we can... infuse   45 00:05:26,880 --> 00:05:32,960 the perspective with artistic intention. but for  now let me just say that the choice of the lens   46 00:05:33,520 --> 00:05:38,880 and in more general terms the choice of  the perspective is one of the fundamental   47 00:05:38,880 --> 00:05:45,920 properties of your style and it's worth  doing in 2d even before launching Blender 48 00:05:45,920 --> 00:05:51,760 if you are used to sketching things out.  sketches have one intriguing superpower,   49 00:05:52,720 --> 00:05:58,160 the perspective in sketch doesn't have to  be completely physically plausible, you can   50 00:05:58,160 --> 00:06:04,880 experiment with your own vision of how the lines  should converge, of how how the lines should flow,  51 00:06:05,760 --> 00:06:11,600 speaking of the visual flow. it certainly isn't  something that can be easily achieved in 3d due to   52 00:06:11,600 --> 00:06:20,160 the flat nature of the 3d dimensions, x, y and z, but  in sketch we're free to experiment and to try a   53 00:06:20,160 --> 00:06:27,760 crazy crazy perspective decisions. but let's  see the most basic example about visual flow   54 00:06:28,400 --> 00:06:36,960 so here we have a basic landscape which looks  ok but relatively flat, right? yeah the reason   55 00:06:36,960 --> 00:06:42,800 why it looks a little bit flat it's because it  uses a longer telephoto lens even though it's a   56 00:06:42,800 --> 00:06:50,320 2d painting. this choice of the lens pre-defines a  certain visual flow of lines and when you take the   57 00:06:50,320 --> 00:06:58,080 sketch and go 3d you have already set the certain  style by choosing the lens in the first place. but   58 00:06:58,080 --> 00:07:04,640 even now in the painting process we can change  the lens to something wider... like that for example.   59 00:07:05,680 --> 00:07:12,960 i think this is much more pleasing to the eye,  there is some kind of movement in the clouds   60 00:07:12,960 --> 00:07:21,440 somehow you could describe visual flow as movement  in a way we pretty much simulated the effect of   61 00:07:21,440 --> 00:07:28,080 a fisheye lens which makes the perspective more  deep and even adds extra distortion to the   62 00:07:28,080 --> 00:07:36,080 lines, but that's not a usual fisheye lens that's  something more interesting than that. there is no   63 00:07:36,080 --> 00:07:42,960 such lens in photography that bends the image  like that. that's a totally artistic decision to...   64 00:07:43,680 --> 00:07:50,400 to create this kind of a force field if you wish  that warps the space in the scene in such way   65 00:07:50,400 --> 00:07:57,680 to create this flow. and later on if you  will have to... say... recreate this scene in   66 00:07:57,680 --> 00:08:04,720 3d, the objects that you will be placing within  the scene will be conforming to the curvature   67 00:08:05,360 --> 00:08:12,640 that we have already set up. they will naturally  conform to this space. but in order to recreate   68 00:08:12,640 --> 00:08:19,120 this warped space in 3d you would have to  rely on your geometry twisting skills to get   69 00:08:19,120 --> 00:08:23,840 into this perspective and flow. actually that's  something that we will have a look in the moment ;) 9660

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