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Hey hey! Gleb here :) Let's have a look at stylized
perspective, an integral part of creating stylized
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3d art. to be clear, there is no lens that could
make everything look stylized or realistic.
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what various lenses do is that they define what
is called visual flow or how the shapes and lines
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in your image will... well... flow. this one is the
orthographic view by the way, so the parallel
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lines in the 3d space are truly parallel, there is
no convergence and it looks a bit like a miniature,
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something like that. one may argue that it looks
cartoonish because of these properties and it will
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be an okay assumption. there are different kinds
of lenses and perspectives, this one is fisheye and
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you can instantly tell that the lines and shapes
kind of flow in this bulgy curved pattern so to
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speak it's a totally different look compared
to the orthographic view, but it also looks
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cartoonish in its own way and obviously it depends
on the contents of this scene so i invite you to
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watch all other chapters of the course ;) tadam!
okay and apart from the normal lens selection
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there is such thing as artistically shaped
perspective or impossible perspective like in
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Day of the Tentacle game. you can expand the space
or collapse it, create impossible perspectives
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or create the perspectives that don't use
straight lines. so many creative opportunities!
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and we will be talking about some of
them in this tutorial, so keep watching.
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but first let's say a few words about
how lenses work in Blender and other 3d
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packages for that matter. the wider we go on
the lens no matter if we use 2d or 3d tools,
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the wider we go on the lens, the more
depth and distortion we add to all lines
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and conversely the longer we go on the lens the
less "3d" the visual flow becomes, as a rule of thumb.
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and on top of that there are such things as the
panoramic lenses, for example the fisheye lens that
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add a peculiar distortion to all the contours
in the image, so the choice of the lens becomes
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a part of the style in terms that it defines the
composition, the impression of depth and other such
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fundamental things. so let's have a look at this
scene with a peer man, the peer person. here we have
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a telephoto lens, i'm going to make it a little bit
bigger to see it better, so it's 120 millimeters,
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which is a longer lens in the photographer's lingo,
the longer lenses tend to contract the space so...
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the room looks a little bit more confined... uh... like
a miniature, at least in my mind. that's the look
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that you get when you use the longer lenses, for
comparison the 50mm looks like this now there is
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more dimension or depth to the room it's much less
confined and we can feel the increased sense of
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how the lines are converging into a certain point,
even though we haven't changed anything within the
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scene it looks quite differently and even more
so if we choose a wider lens like 12 millimeters.
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now the space recedes into the distance in a more
dramatic way, so we can really feel the perspective,
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the lines of the room now converge at more acute
angles and in some sense we got further away from
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the norm and into more stylized regions of the
lenses so to speak uh because 50 millimeter was
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how our eyes see the world roughly speaking
and the extremes like 12 millimeters or on
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the other end of the focal length range like 200
millimeters they give slightly more... how should
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i put it... exaggerated impression of depth, either
flattened or stretched like in this one, this is
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the fisheye equisolid by the way. in addition
to giving the impression of a really deep
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space it also gives kind of interesting bulge
to the lines, like pillow-shaped bulge. one can
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argue that we're already giving a stylistic touch
to all the shapes within the image thanks to the
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perspective distortion, especially if we take
it further by adjusting the geometry itself
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to give it a heightened sense of perspective
distortion caused by the lens. the bend and twist
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that we can give to the geometry with the help of
the proportional editing or lattice or other means
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is yet another step in the direction of stylizing
the perspective, giving its artistic touch.
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we will talk about that and even do an exercise
later in the tutorial of how we can... infuse
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the perspective with artistic intention. but for
now let me just say that the choice of the lens
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and in more general terms the choice of
the perspective is one of the fundamental
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properties of your style and it's worth
doing in 2d even before launching Blender
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if you are used to sketching things out.
sketches have one intriguing superpower,
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the perspective in sketch doesn't have to
be completely physically plausible, you can
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experiment with your own vision of how the lines
should converge, of how how the lines should flow,
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speaking of the visual flow. it certainly isn't
something that can be easily achieved in 3d due to
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the flat nature of the 3d dimensions, x, y and z, but
in sketch we're free to experiment and to try a
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crazy crazy perspective decisions. but let's
see the most basic example about visual flow
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so here we have a basic landscape which looks
ok but relatively flat, right? yeah the reason
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why it looks a little bit flat it's because it
uses a longer telephoto lens even though it's a
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2d painting. this choice of the lens pre-defines a
certain visual flow of lines and when you take the
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sketch and go 3d you have already set the certain
style by choosing the lens in the first place. but
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even now in the painting process we can change
the lens to something wider... like that for example.
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i think this is much more pleasing to the eye,
there is some kind of movement in the clouds
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somehow you could describe visual flow as movement
in a way we pretty much simulated the effect of
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a fisheye lens which makes the perspective more
deep and even adds extra distortion to the
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lines, but that's not a usual fisheye lens that's
something more interesting than that. there is no
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such lens in photography that bends the image
like that. that's a totally artistic decision to...
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to create this kind of a force field if you wish
that warps the space in the scene in such way
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to create this flow. and later on if you
will have to... say... recreate this scene in
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3d, the objects that you will be placing within
the scene will be conforming to the curvature
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that we have already set up. they will naturally
conform to this space. but in order to recreate
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this warped space in 3d you would have to
rely on your geometry twisting skills to get
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into this perspective and flow. actually that's
something that we will have a look in the moment ;)
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