WEBVTT 1 00:00:04.577 --> 00:00:10.481 Animation Advanced Perspective and Dynamic Drawing 2 00:00:10.481 --> 00:00:12.962 GCC Academy 3 00:00:25.178 --> 00:00:26.128 Hello 4 00:00:26.128 --> 00:00:29.400 This is Jiwon Kang, who is in charge of the Action Drawing session 5 00:00:29.400 --> 00:00:31.450 In this session, we will learn about perspective 6 00:00:31.450 --> 00:00:34.806 and drawing using perspective 7 00:00:34.806 --> 00:00:38.984 First, we will learn about the concept and types of perspective 8 00:00:38.984 --> 00:00:43.875 Second, we will learn how to apply perspective to a person 9 00:00:43.875 --> 00:00:46.475 Lastly, we will learn how to express the human body 10 00:00:46.475 --> 00:00:49.334 dramatically using perspective 11 00:00:49.898 --> 00:00:53.502 The Concept and Types of Perspective 12 00:00:54.627 --> 00:00:58.175 Everyone has probably experienced at least once when they wanted to draw a scene 13 00:00:58.175 --> 00:01:02.375 from their favorite cartoon or movie, but, when they drew it 14 00:01:02.375 --> 00:01:05.885 they were disappointed because it didn't look as dynamic and vivid as they had hoped 15 00:01:05.885 --> 00:01:08.385 Or, when drawing a picture, including the background 16 00:01:08.385 --> 00:01:10.135 they may have felt like the picture was messy 17 00:01:10.135 --> 00:01:13.004 because they couldn't feel the space at all 18 00:01:13.004 --> 00:01:17.519 That's because they didn't consider perspective and angles 19 00:01:17.519 --> 00:01:20.969 Perspective gives the picture a three-dimensional feel and a sense of space 20 00:01:20.969 --> 00:01:23.369 and angles adjust the viewer's gaze 21 00:01:23.369 --> 00:01:26.360 to maximize the scene's emotion 22 00:01:26.360 --> 00:01:27.560 In this lecture 23 00:01:27.560 --> 00:01:31.610 we will cover basic concepts such as 1-point, 2-point, and 3-point perspective 24 00:01:31.610 --> 00:01:34.660 and applied techniques using high-angle, low-angle 25 00:01:34.660 --> 00:01:37.311 and wide-angle effects 26 00:01:37.321 --> 00:01:39.721 First, one of the mistakes 27 00:01:39.721 --> 00:01:41.471 that people learning perspective for the first time 28 00:01:41.471 --> 00:01:44.171 often make is overlooking the concept 29 00:01:44.171 --> 00:01:47.469 of a vanishing point when using 1-point or 2-point perspective 30 00:01:47.469 --> 00:01:50.119 For example, when drawing a city street scene 31 00:01:50.119 --> 00:01:55.019 if the lines of buildings and roads do not naturally converge to the vanishing point 32 00:01:55.019 --> 00:01:57.469 but are drawn in different directions 33 00:01:57.469 --> 00:02:00.657 the picture may feel distorted 34 00:02:00.657 --> 00:02:03.488 As a result, the observer does not perceive 35 00:02:03.488 --> 00:02:05.257 the space in the picture as three-dimensional 36 00:02:05.257 --> 00:02:09.151 but rather perceives it as a simple and unnatural scene 37 00:02:09.151 --> 00:02:13.181 Before learning about perspective, let's organize the terms 38 00:02:13.181 --> 00:02:16.831 It is a point where the parallel lines 39 00:02:16.831 --> 00:02:18.731 appear to extend infinitely 40 00:02:18.731 --> 00:02:22.369 and meet at a single point 41 00:02:22.369 --> 00:02:26.181 The number of points determines the type of perspective 42 00:02:26.181 --> 00:02:28.484 So, when talking about a multiple-point perspective 43 00:02:28.484 --> 00:02:31.983 the number refers to the number of vanishing points 44 00:02:31.983 --> 00:02:37.498 In the case of the data screen, it is drawn assuming a two-point perspective 45 00:02:37.498 --> 00:02:44.003 Next is the perspective line, the parallel lines that converge toward the vanishing point 46 00:02:44.023 --> 00:02:48.320 In the case of the data, the blue line can be seen as a case of the perspective line 47 00:02:48.320 --> 00:02:53.379 By following the perspective line, the depth of the object is also expressed 48 00:02:53.379 --> 00:02:56.993 The horizon line, also called the eye level 49 00:02:56.993 --> 00:03:01.240 is the horizon line that represents the eye level of the observer 50 00:03:01.240 --> 00:03:04.775 The vanishing point is always located above the horizon line 51 00:03:04.775 --> 00:03:07.275 So, the vanishing point is above the horizon line 52 00:03:07.275 --> 00:03:11.075 and the perspective line extends from the vanishing point 53 00:03:11.075 --> 00:03:15.191 so it is drawn in this order 54 00:03:15.191 --> 00:03:20.062 First, let's look at the most basic one-point perspective 55 00:03:20.062 --> 00:03:22.662 One-point perspective refers to 56 00:03:22.662 --> 00:03:24.785 a perspective with one vanishing point 57 00:03:24.785 --> 00:03:27.399 There is only a value for depth 58 00:03:27.399 --> 00:03:30.899 In other words, it is a technique that makes it look like 59 00:03:30.899 --> 00:03:33.676 all parallel lines are coming together at one point 60 00:03:33.676 --> 00:03:37.399 It is mainly used to express a composition looking straight ahead 61 00:03:37.399 --> 00:03:40.749 If you look at this data, you can see that 62 00:03:40.749 --> 00:03:44.132 the height and width of the corridors and all buildings 63 00:03:44.132 --> 00:03:49.431 except for the value for depth 64 00:03:53.222 --> 00:03:56.607 are vertical and horizontal 65 00:03:59.003 --> 00:03:59.803 And 66 00:04:04.634 --> 00:04:08.320 they converge to one point like this 67 00:04:08.320 --> 00:04:11.520 The horizon line, usually the eye level 68 00:04:11.520 --> 00:04:15.399 is almost above the screen's center 69 00:04:15.399 --> 00:04:17.951 When looking straight ahead 70 00:04:17.951 --> 00:04:22.339 the center of the field of view is naturally the center and soon the eye level 71 00:04:22.339 --> 00:04:25.889 One-point perspective is a field of view that appears 72 00:04:25.889 --> 00:04:29.439 when you look at the exact center without looking down or up 73 00:04:29.439 --> 00:04:31.689 so the eye level and vanishing point 74 00:04:31.689 --> 00:04:34.666 usually appear in the exact center 75 00:04:34.666 --> 00:04:37.266 As you can see in the example data screen 76 00:04:37.266 --> 00:04:41.466 it is a composition often used in spaces 77 00:04:41.466 --> 00:04:44.117 like ordinary rooms or corridors 78 00:04:44.117 --> 00:04:48.517 or when you want to emphasize a space that goes deep inside 79 00:04:48.517 --> 00:04:52.676 such as inside a train 80 00:04:52.676 --> 00:04:56.478 These are also often used in video production 81 00:04:56.478 --> 00:04:59.378 Also, like the third one 82 00:04:59.378 --> 00:05:02.597 it is often used in the composition of people or architecture photos 83 00:05:02.597 --> 00:05:05.184 When focusing on one object 84 00:05:05.184 --> 00:05:07.805 a one-point perspective is often used 85 00:05:07.805 --> 00:05:11.141 This is because it has to be shot from the front 86 00:05:11.141 --> 00:05:14.191 In particular, a one-point perspective that is not tilted 87 00:05:14.191 --> 00:05:16.973 is often used in photos 88 00:05:16.973 --> 00:05:20.873 When taking photos, you have probably seen 89 00:05:20.873 --> 00:05:26.389 grid lines where horizontal and vertical lines overlap like this 90 00:05:26.389 --> 00:05:30.399 This is how the grid is usually displayed 91 00:05:30.399 --> 00:05:34.399 The composition that fits perfectly with that is one-point perspective 92 00:05:34.399 --> 00:05:36.449 In addition, it is often used 93 00:05:36.449 --> 00:05:40.399 to express vast landscapes like the fourth photo 94 00:05:40.399 --> 00:05:43.399 Now, let’s learn how to draw 95 00:05:43.399 --> 00:05:47.199 One-point perspective is the most basic composition taught together 96 00:05:47.199 --> 00:05:50.498 when understanding the concept of perspective 97 00:05:50.498 --> 00:05:53.755 First, draw a horizontal line like this on the canvas 98 00:05:53.755 --> 00:06:00.844 Then, draw a vanishing point like this on top of it 99 00:06:00.844 --> 00:06:04.795 The atmosphere changes depending on the location of the vanishing point 100 00:06:04.795 --> 00:06:10.995 Then, draw a perspective line that extends evenly 101 00:06:10.995 --> 00:06:13.884 from the vanishing point as a guide and start 102 00:06:13.884 --> 00:06:16.534 Then, use this perspective line as a ruler 103 00:06:16.534 --> 00:06:19.270 to match the perspective and draw 104 00:06:19.270 --> 00:06:22.270 Or, you can first draw the average front of the object 105 00:06:22.270 --> 00:06:24.399 you want to draw 106 00:06:24.399 --> 00:06:31.419 then match the vanishing point like this 107 00:06:31.419 --> 00:06:36.469 then draw the perspective lines from each point to the vanishing point like this 108 00:06:36.469 --> 00:06:40.399 and then match them 109 00:06:43.874 --> 00:06:46.924 However, it would be good to first draw the guides 110 00:06:46.924 --> 00:06:50.379 for vertical and horizontal lines 111 00:06:50.379 --> 00:06:56.795 Now, draw the flat front of the basic shape like before 112 00:06:56.795 --> 00:06:59.295 The front of the object that reflects this one-point perspective 113 00:06:59.295 --> 00:07:03.132 will always face the front flatly 114 00:07:03.132 --> 00:07:08.508 If you change it a little more, it will become a two-point or three-point perspective 115 00:07:08.508 --> 00:07:15.052 Then, draw the corner of the depth according to the perspective line 116 00:07:15.052 --> 00:07:17.752 and now draw the back side as a straight line 117 00:07:17.752 --> 00:07:20.676 and the cube shape is complete 118 00:07:20.676 --> 00:07:26.607 In the case of angular shapes, the above method is the easiest 119 00:07:26.607 --> 00:07:29.973 In the case of circles 120 00:07:29.973 --> 00:07:32.656 if you draw a cube like this 121 00:07:40.468 --> 00:07:44.023 then draw it like this, and then draw a circle filling it in 122 00:07:51.151 --> 00:07:52.498 it will be 123 00:07:59.273 --> 00:08:03.399 a little more accurate if you draw it twice 124 00:08:14.973 --> 00:08:16.993 Next is 2-point perspective 125 00:08:16.993 --> 00:08:19.171 It is a perspective with two vanishing points 126 00:08:19.171 --> 00:08:22.419 There is a concept of depth and width 127 00:08:22.419 --> 00:08:25.819 The lines extending from one vanishing point on the left and right 128 00:08:25.819 --> 00:08:28.528 form each object's corner 129 00:08:28.528 --> 00:08:31.578 Here, the corners are not vertical lines up and down 130 00:08:31.578 --> 00:08:36.093 but only on the left and right, X-axis and Z-axis 131 00:08:36.093 --> 00:08:42.400 If you look at the building here, you can see that the building is also a kind of hexahedron 132 00:08:42.400 --> 00:08:47.647 In the case of the two lines on the floor 133 00:08:47.647 --> 00:08:50.547 you can see that they are not horizontal lines 134 00:08:50.547 --> 00:08:56.558 but diagonal lines with a slight angle 135 00:08:56.558 --> 00:09:00.858 Here, on the side, it is like this 136 00:09:00.858 --> 00:09:05.568 and on the side, it is slightly curved like this 137 00:09:09.053 --> 00:09:12.875 On the other hand, the lines for height are all straight 138 00:09:19.564 --> 00:09:21.222 They are vertical lines 139 00:09:21.222 --> 00:09:24.422 Since two corners must be visible, the object 140 00:09:24.422 --> 00:09:28.608 is always shown as a half-side, almost slanted like this 141 00:09:28.608 --> 00:09:32.708 Therefore, it gives a slightly more dynamic feeling 142 00:09:32.708 --> 00:09:36.588 than the static 1-point perspective that is aligned 143 00:09:36.588 --> 00:09:40.138 For example, 2-point perspective is often used when you need to 144 00:09:40.138 --> 00:09:43.588 depict the three-dimensional appearance of an angular object 145 00:09:43.588 --> 00:09:47.043 like a building or an interior like this 146 00:09:47.043 --> 00:09:52.202 You can see the front and side of this house at the same time 147 00:09:52.202 --> 00:09:56.702 Also, when a character is placed in this two-point perspective 148 00:09:56.702 --> 00:09:59.052 it is generally assumed that 149 00:09:59.052 --> 00:10:00.915 the screen ratio is slightly wider horizontally 150 00:10:00.915 --> 00:10:10.565 so it is stable to position it 151 00:10:10.565 --> 00:10:16.241 at around 1/3 or 2/3 of the canvas 152 00:10:16.241 --> 00:10:19.891 This way, all objects on the screen 153 00:10:19.891 --> 00:10:25.400 are shown at the same time, front and side 154 00:10:25.400 --> 00:10:31.850 This structure is often used when you need to show the three-dimensional appearance 155 00:10:31.850 --> 00:10:36.172 of various objects, such as the side, front, etc. 156 00:10:36.172 --> 00:10:39.400 Now, let's take a look at the drawing method 157 00:10:39.400 --> 00:10:43.400 Just like one-point perspective, draw a horizontal line first 158 00:10:43.400 --> 00:10:48.816 Then, draw two vanishing points, one on the left and one on the right, on the horizontal line 159 00:10:48.816 --> 00:10:51.976 You can draw assuming that 160 00:10:51.976 --> 00:10:55.073 one of the vanishing points is outside the canvas 161 00:10:55.073 --> 00:10:58.623 The closer the two vanishing points are to each other 162 00:10:58.623 --> 00:11:02.123 the more severe the distortion, like a wide-angle lens 163 00:11:02.123 --> 00:11:06.489 and the farther away they are, the more distant the perspective feels 164 00:11:06.489 --> 00:11:10.727 In other words, the closer the distance, the more severe the distortion of the perspective 165 00:11:13.664 --> 00:11:16.164 If the perspective distortion is severe 166 00:11:19.253 --> 00:11:22.430 it will slightly differ from the actual field of view 167 00:11:25.291 --> 00:11:27.212 Usually, when you draw 168 00:11:27.212 --> 00:11:29.941 assuming that one of the vanishing points is outside 169 00:11:29.941 --> 00:11:33.845 the angle of view that is most similar to the actual field of view is reflected 170 00:11:33.845 --> 00:11:36.344 Before drawing an object 171 00:11:39.195 --> 00:11:47.222 draw guidelines like this on both vanishing points 172 00:11:47.222 --> 00:11:50.400 Now, draw the vertical lines like this 173 00:11:50.400 --> 00:11:58.800 Once the guides are all drawn, draw a cube that fits the guides 174 00:11:58.800 --> 00:12:02.400 by inferring the lines connecting the vanishing points 175 00:12:02.400 --> 00:12:06.000 For reference, objects above this eye level 176 00:12:06.000 --> 00:12:08.400 usually show the bottom side 177 00:12:08.400 --> 00:12:11.806 Objects below the eye level show the top side 178 00:12:14.430 --> 00:12:16.014 Like this 179 00:12:24.340 --> 00:12:25.740 When drawn according to the perspective 180 00:12:25.740 --> 00:12:27.954 the top side is naturally shown like this 181 00:12:32.459 --> 00:12:36.659 Or, if you draw another cube hanging 182 00:12:36.659 --> 00:12:38.459 in the middle of the eye level 183 00:12:38.459 --> 00:12:40.539 neither the top nor the bottom side is visible 184 00:12:40.539 --> 00:12:43.251 Like this 185 00:12:43.251 --> 00:12:45.796 Next is 3-point perspective 186 00:12:45.796 --> 00:12:48.717 It is a perspective with 3 vanishing points 187 00:12:48.717 --> 00:12:52.212 There are values ​​for depth, width, and height 188 00:12:52.212 --> 00:12:54.712 So, not many straight lines make up the screen 189 00:12:54.712 --> 00:12:57.677 that are not diagonal lines 190 00:12:57.677 --> 00:13:01.477 There are three vanishing points in total 191 00:13:01.477 --> 00:13:04.449 The left and right vanishing points and the top or bottom vanishing points 192 00:13:04.449 --> 00:13:08.149 So, there are X, Y, and Z axes 193 00:13:08.149 --> 00:13:11.149 and objects seen in a 3-point perspective 194 00:13:11.149 --> 00:13:16.598 also show the left, right, and top or bottom sides 195 00:13:16.598 --> 00:13:20.598 In terms of the actual field of view, when you raise your head or look down 196 00:13:20.598 --> 00:13:24.083 or look down, it corresponds to a 3-point perspective 197 00:13:24.083 --> 00:13:27.640 As you can see in the picture 198 00:13:27.640 --> 00:13:32.301 you can feel the field of view when you look up or down 199 00:13:32.301 --> 00:13:36.301 For example, it is mainly used in scenes 200 00:13:36.301 --> 00:13:38.572 where you need to see a tall building or a cliff 201 00:13:38.572 --> 00:13:40.182 that extends downward 202 00:13:43.816 --> 00:13:47.366 Or, when you need to express the vastness of a wide space 203 00:13:47.366 --> 00:13:52.142 cityscape, stadium, or plaza like this second cityscape 204 00:13:52.142 --> 00:13:54.892 you can add one more axis to the top and bottom 205 00:13:54.892 --> 00:13:59.192 to make it look wide upward or downward 206 00:13:59.192 --> 00:14:02.756 adding more sense of space 207 00:14:02.756 --> 00:14:08.856 If the perspective were a 2-point 208 00:14:08.856 --> 00:14:10.956 or 1-point perspective 209 00:14:10.956 --> 00:14:14.400 it would have been difficult to see all the buildings in the back 210 00:14:14.400 --> 00:14:16.400 It would have blocked the buildings in the front 211 00:14:16.400 --> 00:14:21.133 So, it is also an angle perspective often used in foreground shots 212 00:14:21.133 --> 00:14:25.845 In the case of people, it is also good for expressing dynamic and intense compositions 213 00:14:25.845 --> 00:14:28.645 The fourth picture also feels quite action-packed 214 00:14:28.645 --> 00:14:30.400 Even though he's sitting 215 00:14:33.083 --> 00:14:35.933 The third photo was taken from slightly below 216 00:14:35.933 --> 00:14:41.192 rather than straight on, so it feels much more oppressive and dangerous 217 00:14:44.360 --> 00:14:47.302 This is a composition that's often used 218 00:14:47.302 --> 00:14:51.400 when expressing drama or action 219 00:14:54.152 --> 00:14:57.352 How did I tell you in the action drawing class last time? 220 00:14:57.352 --> 00:14:59.452 I said that action is better expressed 221 00:14:59.452 --> 00:15:02.014 when there is a lot of foreshortening and exaggeration 222 00:15:02.014 --> 00:15:04.466 In 3-point perspective, this foreshortening and exaggeration 223 00:15:04.466 --> 00:15:06.616 occurs more actively 224 00:15:06.616 --> 00:15:10.529 so it is a little more suitable for action 225 00:15:10.529 --> 00:15:12.855 Now, let's look at the drawing method 226 00:15:12.855 --> 00:15:15.331 First, draw a horizontal line like this 227 00:15:15.331 --> 00:15:18.381 Since the horizontal line here follows the eye level 228 00:15:18.381 --> 00:15:20.481 I drew it assuming that 229 00:15:20.481 --> 00:15:28.034 you are looking down and there is a vanishing point below 230 00:15:28.034 --> 00:15:32.479 So, I drew the horizontal line on the top of the canvas 231 00:15:32.479 --> 00:15:35.779 If we say canvas now, it is a square 232 00:15:35.779 --> 00:15:38.579 so I had to draw it like this because this vanishing point 233 00:15:38.579 --> 00:15:40.727 has to be visible to the end 234 00:15:40.727 --> 00:15:46.277 If you cut it in half vertically like this 235 00:15:46.277 --> 00:15:49.826 we will get the exact screen we know 236 00:15:49.826 --> 00:15:51.726 This is because the screen ratio 237 00:15:51.726 --> 00:15:55.380 is higher than the field of vision, so the eye position is higher 238 00:15:55.380 --> 00:15:57.880 On the other hand, if there is a vanishing point above 239 00:15:57.880 --> 00:16:01.618 I draw the horizontal line on the bottom of the canvas 240 00:16:01.618 --> 00:16:05.400 The vanishing point is the vanishing point on this vertical line 241 00:16:09.400 --> 00:16:12.558 That is, the vanishing point of the Y axis 242 00:16:15.667 --> 00:16:20.017 Also, like when drawing the previous mark 243 00:16:20.017 --> 00:16:22.917 mark the vanishing point on the left and right, draw a vertical line 244 00:16:22.917 --> 00:16:25.449 and mark the vanishing point at the top or bottom 245 00:16:31.133 --> 00:16:34.633 In this case, the vanishing point of the Y axis 246 00:16:34.633 --> 00:16:39.311 will be located at the bottom like this 247 00:16:39.311 --> 00:16:43.261 And draw the lines in radial lines 248 00:16:43.261 --> 00:16:47.964 that extend evenly like this 249 00:16:47.964 --> 00:16:49.858 I told you this is twice the screen ratio 250 00:16:49.858 --> 00:16:53.043 I usually use, right? 251 00:16:53.043 --> 00:16:55.893 If the vanishing point of the Y axis below 252 00:16:55.893 --> 00:17:01.489 is located inside the canvas, the distortion will be severe 253 00:17:01.489 --> 00:17:04.638 Usually, such a screen does not come out well 254 00:17:04.638 --> 00:17:08.625 So, when drawing, I often draw radial lines 255 00:17:08.625 --> 00:17:13.558 extending from that point after assuming there is a vanishing point 256 00:17:13.558 --> 00:17:18.529 A diagonal line that tilts to the side at a certain angle 257 00:17:22.693 --> 00:17:26.693 There should be only one vanishing point for both 258 00:17:26.693 --> 00:17:29.105 vertical and horizontal lines on the screen so that there is no distortion 259 00:17:29.105 --> 00:17:31.954 and it is naturally close to the actual field of view 260 00:17:37.608 --> 00:17:44.014 If you draw the vanishing point of the Y axis extending from the bottom like this 261 00:17:44.014 --> 00:17:52.499 and based on the perspective line extending from the vanishing point 262 00:17:52.499 --> 00:17:58.608 you complete it by drawing a three-dimensional figure like this 263 00:18:05.796 --> 00:18:08.192 Lastly, there is a 4-point perspective 264 00:18:08.192 --> 00:18:10.331 This means there are four vanishing points 265 00:18:10.331 --> 00:18:12.301 Where are the 4 points? 266 00:18:12.301 --> 00:18:14.261 First of all, there are two on the horizontal line 267 00:18:14.261 --> 00:18:19.321 However, on the vertical line, 3-point perspective is either above or below 268 00:18:19.321 --> 00:18:23.321 so there is only one above or below the eye level 269 00:18:23.321 --> 00:18:26.439 However, here, both exist 270 00:18:26.439 --> 00:18:28.789 When both are above or below the eye level 271 00:18:28.789 --> 00:18:31.539 distortion occurs 272 00:18:31.539 --> 00:18:35.073 and the characteristic is that the lines are curved 273 00:18:35.073 --> 00:18:39.623 From here, generally, there are two vanishing points 274 00:18:39.623 --> 00:18:44.400 located on one or both of the horizontal or vertical lines 275 00:18:44.400 --> 00:18:47.549 so all 2 or 4 vanishing points 276 00:18:51.400 --> 00:18:55.400 are not straight lines but curved lines 277 00:18:55.400 --> 00:18:58.433 In other words, one of the 278 00:18:58.433 --> 00:19:02.073 depth, width, and height values is curved 279 00:19:05.093 --> 00:19:09.043 It is drawn as a curve that gradually bends 280 00:19:09.043 --> 00:19:11.400 based on the center of the four vanishing points 281 00:19:11.400 --> 00:19:15.083 and it is used to express it as if it is projected on a curved surface 282 00:19:15.083 --> 00:19:20.340 It gives an effect similar to a photo taken with a wide-angle lens 283 00:19:20.340 --> 00:19:26.192 This can be seen as a perspective method 284 00:19:26.192 --> 00:19:28.542 mainly used to express screens projected like this 285 00:19:28.542 --> 00:19:32.143 on a wide-angle lens or water droplets 286 00:19:32.143 --> 00:19:35.170 So, it's easy to understand if you consider it a two-point perspective 287 00:19:35.180 --> 00:19:37.756 with curved perspective lines 288 00:19:37.756 --> 00:19:41.400 Here's another perspective, 5-point perspective 289 00:19:41.400 --> 00:19:45.247 5-point perspective is not defined mathematically 290 00:19:45.247 --> 00:19:47.598 so it doesn't exist 291 00:19:47.598 --> 00:19:51.103 but it's a concept proposed to complement 4-point perspective 292 00:19:51.103 --> 00:19:54.903 In 1-point perspective, the straight lines for width and height 293 00:19:54.903 --> 00:19:58.677 are expressed as curves, like drawing a sphere 294 00:20:01.109 --> 00:20:03.835 What does this mean? 295 00:20:05.993 --> 00:20:08.079 You can think of these as the composition 296 00:20:11.218 --> 00:20:14.327 projected onto these perspective lines 297 00:20:16.416 --> 00:20:20.316 In other words, you can think of the two values 298 00:20:20.316 --> 00:20:23.000 ​​for height and width as curves 299 00:20:25.386 --> 00:20:28.762 In this way, the depth is expressed by 300 00:20:28.762 --> 00:20:34.237 radial straight lines extending from the center 301 00:20:34.237 --> 00:20:35.861 where the horizontal and vertical lines intersect 302 00:20:39.762 --> 00:20:42.049 and the vanishing points 303 00:20:42.049 --> 00:20:45.129 on the top, bottom, left, and right that exist in 4-point perspective 304 00:20:45.129 --> 00:20:47.079 are all expressed as curves 305 00:20:47.079 --> 00:20:51.089 so the overall shape of the sphere is like this 306 00:20:51.089 --> 00:20:54.634 It's a concept that complements 4-point perspective 307 00:20:54.634 --> 00:20:59.653 so it's used to create effects like fish-eye lenses 308 00:20:59.653 --> 00:21:07.138 If even one perspective line has distortion 309 00:21:07.138 --> 00:21:09.307 in the form of a curve 310 00:21:09.307 --> 00:21:11.723 the other two values​, except for depth 311 00:21:11.723 --> 00:21:14.851 will have almost no discernible difference in curvature 312 00:21:14.851 --> 00:21:18.218 It doesn't matter whether it's a straight line or a curve 313 00:21:18.218 --> 00:21:20.119 because it's already distorted 314 00:21:20.119 --> 00:21:21.919 So it's almost a similar concept 315 00:21:21.919 --> 00:21:24.198 and there's not much difference in reality 316 00:21:24.198 --> 00:21:27.030 If there's a difference 317 00:21:27.030 --> 00:21:30.416 if you look at this 4-point perspective photo 318 00:21:30.416 --> 00:21:33.604 this height 319 00:21:33.604 --> 00:21:37.495 The height value is just a constant straight line 320 00:21:37.495 --> 00:21:40.237 It's just that much of a difference 321 00:21:40.237 --> 00:21:43.455 A typical example is that it can express a wide screen 322 00:21:43.455 --> 00:21:45.208 like a wide-angle lens 323 00:21:45.208 --> 00:21:48.178 Also, a phone camera's panorama function 324 00:21:48.178 --> 00:21:51.188 is often shot with a wide angle like 4-point perspective 325 00:21:51.188 --> 00:21:53.416 or 5-point perspective 326 00:21:53.416 --> 00:21:57.356 It's a perspective that's often used in such places 327 00:21:57.356 --> 00:22:01.772 It's also good for expressing a surreal atmosphere like a fish-eye lens 328 00:22:01.772 --> 00:22:05.614 Because there's a lot of distortion, it gives a mysterious feeling 329 00:22:08.228 --> 00:22:10.812 Let's take a look at the drawing method 330 00:22:10.812 --> 00:22:14.911 Just draw a vertical line and a horizontal line consistently 331 00:22:14.911 --> 00:22:20.634 and set the vanishing point at a constant location on the top, bottom, left, and right 332 00:22:20.634 --> 00:22:23.673 Since you have to draw a circle 333 00:22:23.673 --> 00:22:25.000 the distance 334 00:22:27.465 --> 00:22:31.426 from the center of each of the 4 points 335 00:22:31.426 --> 00:22:34.000 will be the same 336 00:22:34.000 --> 00:22:36.178 Since they have to converge to a circle 337 00:22:36.178 --> 00:22:40.000 these four vanishing points may not be on the canvas 338 00:22:40.000 --> 00:22:42.000 If they are on the canvas 339 00:22:42.000 --> 00:22:46.455 the screen will become round like the fish-eye lens just before 340 00:22:46.455 --> 00:22:48.805 Or, they will become slightly more curved 341 00:22:48.805 --> 00:22:51.604 as they go up, down, or to the sides 342 00:22:51.604 --> 00:22:55.337 You can draw them while following this rule 343 00:22:55.337 --> 00:22:59.099 The reference point is now placed at the center of the picture 344 00:22:59.099 --> 00:23:04.307 and the perspective lines that curve 345 00:23:04.307 --> 00:23:09.346 toward the four vanishing points are drawn like this 346 00:23:09.346 --> 00:23:13.663 So, you can think of the horizontal and vertical lines in the center as straight lines 347 00:23:13.663 --> 00:23:16.363 and the rest as curves 348 00:23:16.363 --> 00:23:19.000 that gradually become curved 349 00:23:19.000 --> 00:23:22.386 The key is to capture the curved feeling of the curves well 350 00:23:22.386 --> 00:23:27.267 Now, draw radial lines extending from the center 351 00:23:27.267 --> 00:23:31.594 Here, you can use the lines extending from the center 352 00:23:31.594 --> 00:23:35.703 to guide the sense of depth and draw them like this 353 00:23:35.703 --> 00:23:38.485 If you organize the lines 354 00:23:38.485 --> 00:23:42.346 the 5-point perspective shape will be completed like this 355 00:23:42.346 --> 00:23:44.059 So, in the case of 5-point perspective 356 00:23:44.059 --> 00:23:46.851 if the degree of curvature is consistently drawn 357 00:23:46.851 --> 00:23:51.208 based on the perspective lines except for the line for depth in the middle 358 00:23:51.208 --> 00:23:55.238 there is no difference from 1-point perspective 359 00:23:56.933 --> 00:24:00.467 How to Apply Perspective to People 360 00:24:01.320 --> 00:24:04.000 Next, let's look at angles 361 00:24:04.000 --> 00:24:07.584 What does angle mean? It's an angle 362 00:24:07.584 --> 00:24:10.684 So, when we capture the camera, the view we see 363 00:24:10.684 --> 00:24:13.000 or the things contained in the drawn screen 364 00:24:13.000 --> 00:24:15.228 with a camera 365 00:24:15.228 --> 00:24:18.528 the angle is determined by the angle from 366 00:24:18.528 --> 00:24:20.238 which it is shot or viewed 367 00:24:20.238 --> 00:24:24.465 Since angles give an up-down or distorted view 368 00:24:24.465 --> 00:24:27.772 they convey impressive nuances well 369 00:24:27.772 --> 00:24:30.515 That's why they are often used in dramatic expressions 370 00:24:30.515 --> 00:24:33.097 They are good for creating dynamic pictures 371 00:24:33.097 --> 00:24:36.148 that emphasize drama or action 372 00:24:36.148 --> 00:24:39.000 Let's look at these one by one First, high angle 373 00:24:39.000 --> 00:24:42.100 A high angle is a structure where the camera or observer's viewpoint 374 00:24:42.100 --> 00:24:44.208 is located higher than the subject 375 00:24:44.208 --> 00:24:48.139 and looks down 376 00:24:48.139 --> 00:24:51.189 So, the horizon, or eye level 377 00:24:51.189 --> 00:24:53.505 is located at the top of the canvas or slightly higher 378 00:24:53.505 --> 00:24:58.000 and the vanishing point is located below it 379 00:25:00.733 --> 00:25:04.033 so the vanishing point on the Y axis is below it 380 00:25:04.033 --> 00:25:06.733 3-point perspective is mainly used 381 00:25:06.733 --> 00:25:10.297 It is also called a bird's eye view 382 00:25:10.297 --> 00:25:12.847 Here's an example of how it's used 383 00:25:12.847 --> 00:25:17.871 Both of them are creating a scene that seems a bit cornered 384 00:25:17.871 --> 00:25:21.000 They make the subject look small and fragile 385 00:25:21.000 --> 00:25:24.898 Or, if the subject is a space 386 00:25:24.898 --> 00:25:27.653 the background is shown widely 387 00:25:27.653 --> 00:25:32.503 like the city background in a 3-point perspective 388 00:25:32.503 --> 00:25:35.297 and the entire landscape is shown 389 00:25:35.297 --> 00:25:37.297 That's why bird's-eye views are often used 390 00:25:37.297 --> 00:25:40.000 when drawing cityscapes 391 00:25:40.000 --> 00:25:41.750 When planning a city 392 00:25:41.750 --> 00:25:44.500 the drawings usually drawn in advance are also called bird's-eye views 393 00:25:44.500 --> 00:25:47.000 and they are drawn as it 394 00:25:47.000 --> 00:25:49.250 The biggest advantage of a high angle is that 395 00:25:49.250 --> 00:25:52.584 instead of the sky being visible, the ground is a bit wider 396 00:25:52.584 --> 00:25:55.594 and now you can see each detail 397 00:25:55.594 --> 00:25:57.287 Nothing is obscured 398 00:25:57.287 --> 00:26:00.703 So it's also the best when showing a situation 399 00:26:00.703 --> 00:26:04.653 When a scene starts in a cartoon or movie 400 00:26:04.653 --> 00:26:08.000 the first thing shown is a master shot 401 00:26:08.000 --> 00:26:14.804 Do you remember the background scenes that start like this 402 00:26:14.804 --> 00:26:17.504 where the drone takes a wide shot 403 00:26:17.504 --> 00:26:20.178 from above and below? 404 00:26:20.178 --> 00:26:22.406 Those are master shots 405 00:26:22.406 --> 00:26:25.006 Those are often shot 406 00:26:25.006 --> 00:26:28.000 widely with a high angle 407 00:26:28.000 --> 00:26:31.100 Because every situation and every object there 408 00:26:31.100 --> 00:26:34.119 is visible 409 00:26:36.634 --> 00:26:39.812 Next is a low angle 410 00:26:39.812 --> 00:26:41.208 It is the opposite of a high angle 411 00:26:41.208 --> 00:26:44.258 It refers to a composition where the viewpoint is lower than the subject 412 00:26:44.258 --> 00:26:46.841 and looks up 413 00:26:46.841 --> 00:26:49.241 So, the horizon, eye level 414 00:26:49.241 --> 00:26:52.158 is located at the bottom of the canvas 415 00:26:52.158 --> 00:26:58.109 The vanishing point is above that, and the three-point perspective is mainly used 416 00:26:58.109 --> 00:27:01.359 Here, if you look at the example, in both scenes 417 00:27:01.359 --> 00:27:05.940 the viewer, the subject of the view, is quite oppressed 418 00:27:05.940 --> 00:27:08.090 Like the gun barrel being thrust 419 00:27:08.090 --> 00:27:11.000 or like the Matrix scene 420 00:27:11.000 --> 00:27:15.505 It feels quite threatening 421 00:27:15.505 --> 00:27:19.277 Or it gives a sense of grandeur or pressure 422 00:27:19.277 --> 00:27:21.677 That is why it makes the subject of the light 423 00:27:21.677 --> 00:27:24.180 look a little more powerful 424 00:27:24.180 --> 00:27:28.180 If it is grand, it is usually used for buildings 425 00:27:28.180 --> 00:27:32.030 When we look up at someone from below like this 426 00:27:32.030 --> 00:27:36.173 it is usually a situation where we look up because I am lying down 427 00:27:36.173 --> 00:27:39.580 or because we are young or because we are small 428 00:27:39.580 --> 00:27:43.660 and looking up at someone bigger than us 429 00:27:43.660 --> 00:27:47.171 In reality, looking up at something feels grand 430 00:27:47.171 --> 00:27:51.000 but in the case of buildings, it also gives off a sense of oppression 431 00:27:51.000 --> 00:27:56.680 so the angle based on the view also gives off the same atmosphere 432 00:27:56.680 --> 00:28:00.639 And because the gaze is directed from below to above 433 00:28:00.639 --> 00:28:04.599 the movement and power of the character are emphasized a little more 434 00:28:07.279 --> 00:28:10.040 Next is the wide angle 435 00:28:10.040 --> 00:28:13.639 It is similar to the 5-point perspective or 4-point perspective that we learned earlier 436 00:28:13.639 --> 00:28:17.200 It captures a wider range with a wide angle of view 437 00:28:17.200 --> 00:28:21.330 It is also called a fish-eye lens or a wide-angle lens 438 00:28:21.340 --> 00:28:23.490 Because it captures a wide angle of view 439 00:28:23.490 --> 00:28:28.521 the panorama function among the camera functions 440 00:28:28.521 --> 00:28:35.921 is optimized to capture wide scenes to the extent 441 00:28:35.921 --> 00:28:39.508 that it uses a wide angle 442 00:28:39.508 --> 00:28:44.709 Since it is so wide that it exceeds the normal field of view 443 00:28:44.709 --> 00:28:47.839 the edges of the screen are also distorted 444 00:28:47.839 --> 00:28:50.071 As you can see here, with a distorted feeling 445 00:28:50.071 --> 00:28:53.599 a unique situation and field of view are created 446 00:28:53.599 --> 00:28:58.040 It is also possible to create an unrealistic atmosphere in that way 447 00:28:58.040 --> 00:29:01.190 It is also often used to show a panoramic view 448 00:29:01.190 --> 00:29:03.279 because it can capture a wide space 449 00:29:03.279 --> 00:29:05.837 and maximize the sense of space 450 00:29:09.599 --> 00:29:12.680 Looking at the fourth photo on the bottom right 451 00:29:12.680 --> 00:29:17.459 you can see that even the tip of the rooftop in the distance is captured 452 00:29:17.459 --> 00:29:24.260 And you can see that the city behind it is slightly curved 453 00:29:24.260 --> 00:29:28.916 and captured much wider than when it was flat ground 454 00:29:29.841 --> 00:29:33.722 How to Draw the Human Body Using Perspective 455 00:29:34.500 --> 00:29:39.333 Now let's apply the concepts we just learned to draw the human body 456 00:29:39.333 --> 00:29:41.820 Applying perspective to the human body is the most difficult 457 00:29:41.820 --> 00:29:43.759 than applying perspective to other objects 458 00:29:43.759 --> 00:29:47.000 In fact, at first, we draw while looking at the guide 459 00:29:47.000 --> 00:29:49.050 but later, we draw it according to 460 00:29:49.050 --> 00:29:51.960 the habits that we have become accustomed to 461 00:29:51.960 --> 00:29:55.919 If we just follow these main angle-specific characteristics of the human body 462 00:29:55.919 --> 00:29:58.716 it will be a little easier to get used to it 463 00:30:01.039 --> 00:30:03.483 First, I will explain the angles of the human body 464 00:30:03.483 --> 00:30:06.000 focusing on frequently used shapes 465 00:30:06.000 --> 00:30:07.500 First, the eye 466 00:30:07.500 --> 00:30:12.405 The basic shape of the eye is a circle 467 00:30:12.405 --> 00:30:14.456 The eyeball is round like this 468 00:30:17.779 --> 00:30:22.797 If we assume that there is a pupil like this 469 00:30:29.059 --> 00:30:33.706 then the almond-shaped curve 470 00:30:35.901 --> 00:30:38.520 that surrounds this sphere 471 00:30:40.460 --> 00:30:45.967 This is the eyelid 472 00:30:49.100 --> 00:30:51.607 If we draw the almond-shaped curve like this 473 00:30:54.801 --> 00:30:58.017 this is actually the actual shape of the eye 474 00:31:16.300 --> 00:31:18.776 Let's assume that this is a plane 475 00:31:21.500 --> 00:31:24.476 Let's think that it surrounds 476 00:31:30.619 --> 00:31:34.661 a circle like this 477 00:31:34.661 --> 00:31:37.720 Then what happens to this remaining half? 478 00:31:37.720 --> 00:31:38.493 Well 479 00:31:42.119 --> 00:31:46.320 It will fall to the side like this 480 00:31:46.320 --> 00:31:48.477 In any case, it is not visible 481 00:31:53.679 --> 00:31:54.667 Then 482 00:31:58.399 --> 00:32:02.359 this is the eye seen from the side 483 00:32:02.380 --> 00:32:08.091 It would be good to adjust the angle 484 00:32:08.091 --> 00:32:12.179 and see the eye in three dimensions 485 00:32:12.179 --> 00:32:15.877 For example, if you look at it from above 486 00:32:21.940 --> 00:32:26.540 it would wrap around the sphere like this 487 00:32:26.540 --> 00:32:28.946 Then, if you erase a little bit of this 488 00:32:33.140 --> 00:32:35.817 the eye looking up would be drawn like this 489 00:32:39.579 --> 00:32:43.339 You don’t have to guide it like this every time 490 00:32:43.339 --> 00:32:48.980 but it would be good to know that the shape of the eye is determined 491 00:32:48.980 --> 00:32:51.465 according to the angle of the eye based on this principle 492 00:32:53.540 --> 00:32:57.296 The eyelids would be like this 493 00:33:01.947 --> 00:33:05.706 Now, just as this almond-shaped plane 494 00:33:05.706 --> 00:33:07.279 in the shape of a sphere wraps around like this 495 00:33:07.279 --> 00:33:09.440 the face is the same 496 00:33:09.440 --> 00:33:10.708 If you draw this 497 00:33:14.239 --> 00:33:16.657 sphere-shaped rectangular plane 498 00:33:19.119 --> 00:33:21.969 in the ratio of A4 paper 499 00:33:21.969 --> 00:33:26.538 wrapping around a circle like this 500 00:33:34.256 --> 00:33:38.305 this is the guide for the face 501 00:33:38.305 --> 00:33:42.527 This round sphere is the skull 502 00:33:44.679 --> 00:33:49.091 and this face corresponds 503 00:33:49.091 --> 00:33:55.541 to the round A4 paper wrapping around it 504 00:33:55.541 --> 00:33:59.540 A cross line is drawn like this 505 00:33:59.540 --> 00:34:02.508 You can think of this line as a guideline 506 00:34:02.508 --> 00:34:04.380 for the facial features 507 00:34:04.380 --> 00:34:09.127 Now, on this combined face 508 00:34:09.127 --> 00:34:10.746 ou can rotate the guide shape like this 509 00:34:18.577 --> 00:34:22.640 which can be rotated like this 510 00:34:22.640 --> 00:34:26.240 or it can be rotated downward like this 511 00:34:26.240 --> 00:34:30.359 It's very easy to draw a shape like this 512 00:34:30.359 --> 00:34:32.538 How is this reflected? 513 00:34:37.834 --> 00:34:41.517 You can apply the guide to the face like this 514 00:34:44.220 --> 00:34:45.895 Like this 515 00:34:47.810 --> 00:34:51.660 If you express the low angle like this 516 00:34:51.660 --> 00:34:56.891 this part of the upper surface of the A4 paper 517 00:34:56.891 --> 00:35:00.388 becomes the chin 518 00:35:00.388 --> 00:35:02.838 Also, if you rotate it like this at a high angle 519 00:35:02.838 --> 00:35:07.839 the curved surface of the upper surface of the A4 paper 520 00:35:07.839 --> 00:35:13.307 becomes the crown or forehead line 521 00:35:13.307 --> 00:35:17.057 If you draw based on the two combined surfaces and shapes like this 522 00:35:17.057 --> 00:35:20.239 it's very easy 523 00:35:20.239 --> 00:35:24.724 It's very easy to rotate and draw by angle 524 00:35:24.724 --> 00:35:27.054 I'm drawing it like this 525 00:35:31.307 --> 00:35:35.876 If you extend the neck like this in between 526 00:35:35.876 --> 00:35:39.848 and connect the chin 527 00:35:39.848 --> 00:35:44.584 it's easy to match 528 00:35:44.584 --> 00:35:46.686 the face by angle 529 00:35:51.359 --> 00:35:55.976 Then, let's look at the high-angle human body first 530 00:35:59.883 --> 00:36:05.020 First, what's the closest thing due to the perspective effect? ​​ 531 00:36:05.020 --> 00:36:08.226 The head is at the very top of the human body 532 00:36:15.776 --> 00:36:18.017 The head is like this 533 00:36:24.115 --> 00:36:27.200 and what's the closest thing? 534 00:36:27.200 --> 00:36:31.719 Among the upper body, the shoulder 535 00:36:31.719 --> 00:36:34.919 So, the upper body will be highlighted 536 00:36:34.919 --> 00:36:41.042 The shoulders are similar to the face 537 00:36:41.042 --> 00:36:45.701 so draw them 538 00:36:45.701 --> 00:36:52.000 proportionately to the head size 539 00:36:52.000 --> 00:36:55.000 And the upper body 540 00:36:55.000 --> 00:37:00.340 But the upper body is usually only visible up to the chest 541 00:37:00.340 --> 00:37:04.290 If the pelvis is pulled forward like this 542 00:37:04.290 --> 00:37:06.926 the stomach can be seen 543 00:37:11.148 --> 00:37:15.498 After the length of the head and shoulders 544 00:37:15.498 --> 00:37:19.119 the upper body is rapidly shortened 545 00:37:19.119 --> 00:37:22.840 The lower body is shortened even more 546 00:37:22.840 --> 00:37:26.640 If the upper body is 3, the legs are 2 547 00:37:26.640 --> 00:37:31.359 or if the upper body is 4, the legs are 1, or something like that 548 00:37:31.359 --> 00:37:35.406 just reduce it much more than you think 549 00:37:45.099 --> 00:37:48.436 In this way, the feet are at the bottom 550 00:37:48.436 --> 00:37:49.849 when viewed from above 551 00:37:49.849 --> 00:37:53.020 so you should draw them much smaller than you think 552 00:37:53.020 --> 00:38:02.934 Since the overall nuance of the body follows this perspective line 553 00:38:02.934 --> 00:38:06.834 it just goes down 554 00:38:06.834 --> 00:38:13.479 If you also reduce this horizontal width 555 00:38:13.479 --> 00:38:21.200 the nuance of shortening and reduction that is unique to perspective will come to life well 556 00:38:21.200 --> 00:38:28.701 The feet, for example, would be drawn 557 00:38:28.701 --> 00:38:34.020 with this line in perspective 558 00:38:34.020 --> 00:38:37.320 If they are located here 559 00:38:37.320 --> 00:38:42.260 the other foot would be located a little further to the side 560 00:38:42.260 --> 00:38:43.826 according to this perspective line 561 00:38:47.207 --> 00:38:51.319 You can draw it as if it is completely shortened 562 00:38:51.319 --> 00:38:53.385 as it goes down 563 00:38:58.640 --> 00:39:04.780 If this person is in a more upright posture 564 00:39:04.780 --> 00:39:09.280 or if you take a picture from a little further back 565 00:39:09.280 --> 00:39:13.619 the upper body may end at the chest 566 00:39:13.619 --> 00:39:19.539 The upper body ends at the chest, the lower body, the legs 567 00:39:19.539 --> 00:39:26.213 which are much shortened 568 00:39:26.213 --> 00:39:30.613 and the calves and feet 569 00:39:30.613 --> 00:39:35.297 You can shorten it like this 570 00:39:35.297 --> 00:39:39.297 Here, if you keep the curves 571 00:39:39.297 --> 00:39:41.440 that you learned in the basic drawing class 572 00:39:41.440 --> 00:39:43.890 the calves are in the back like this 573 00:39:43.890 --> 00:39:45.799 The thighs are in the front 574 00:39:45.799 --> 00:39:49.249 They are connected to the lower body like this in the front 575 00:39:49.249 --> 00:39:53.310 You can shorten it enough 576 00:39:53.310 --> 00:39:58.061 while keeping this nuance slightly 577 00:39:58.061 --> 00:40:03.380 If you don't keep this nuance, it will become very stiff 578 00:40:03.380 --> 00:40:06.739 It can be drawn like this 579 00:40:06.739 --> 00:40:14.835 Even if you draw it like this, you can see it at a high angle 580 00:40:14.835 --> 00:40:16.460 but it won't be fun 581 00:40:16.460 --> 00:40:25.108 And if it's almost at this level 582 00:40:25.108 --> 00:40:27.508 it can easily look like a person 583 00:40:27.508 --> 00:40:32.861 with short legs when you draw it 584 00:40:32.861 --> 00:40:37.411 So if you keep the nuances 585 00:40:37.411 --> 00:40:42.939 of the human body, such as the calves 586 00:40:42.939 --> 00:40:47.380 and the thighs in front 587 00:40:47.380 --> 00:40:52.680 even if it's shortened, it's good to keep it 588 00:40:52.680 --> 00:40:55.900 so you can feel the human body 589 00:40:55.900 --> 00:41:00.867 Also, in the case of the face 590 00:41:00.867 --> 00:41:05.539 the forehead looks this wide 591 00:41:05.539 --> 00:41:07.437 The position was like this earlier 592 00:41:12.545 --> 00:41:15.880 The chin is a little shorter 593 00:41:15.880 --> 00:41:22.820 If this were the front 594 00:41:22.820 --> 00:41:27.400 the crosshair would be located in the exact center 595 00:41:27.400 --> 00:41:33.030 but if you follow the curvature of this sphere 596 00:41:33.030 --> 00:41:37.356 you can see that the bottom is a little shorter 597 00:41:39.799 --> 00:41:44.199 Among them, the nose 598 00:41:44.199 --> 00:41:47.656 is slightly pointed downward like an arrow nose 599 00:41:51.640 --> 00:41:56.646 The nostrils are naturally covered and not visible 600 00:41:56.646 --> 00:41:59.046 so the remaining part 601 00:41:59.046 --> 00:42:02.320 has to be used for the mouth and chin 602 00:42:02.320 --> 00:42:06.627 So naturally, the chin can't help but look short 603 00:42:13.238 --> 00:42:16.970 The mouth 604 00:42:16.970 --> 00:42:20.799 has teeth like this, separate from the facial bones 605 00:42:20.799 --> 00:42:23.799 If you think of it as a separate curvature 606 00:42:23.799 --> 00:42:29.524 that matches these teeth 607 00:42:29.524 --> 00:42:31.195 it's more natural 608 00:42:37.795 --> 00:42:43.299 As a result, the facial features are pushed down 609 00:42:43.299 --> 00:42:47.340 When taking selfies, there was a pretty face angle in the past 610 00:42:47.340 --> 00:42:50.490 Now, when youth became the standard of beauty 611 00:42:50.490 --> 00:42:53.059 the chin looked a little shorter 612 00:42:53.059 --> 00:42:58.179 and the eyes and forehead looked bigger 613 00:42:58.200 --> 00:43:01.377 so the camera was often taken from above 614 00:43:04.559 --> 00:43:08.599 That shortened the chin and made the eyes and forehead look bigger 615 00:43:08.599 --> 00:43:12.080 You can think of high angles in a similar way 616 00:43:12.080 --> 00:43:13.747 The face at a high angle 617 00:43:17.200 --> 00:43:19.687 the eyes originally 618 00:43:22.716 --> 00:43:28.476 if the eyes have this curvature 619 00:43:32.539 --> 00:43:41.852 the upper eyelid here will be slightly lowered 620 00:43:41.852 --> 00:43:44.768 Draw it with a gentler curve 621 00:43:49.558 --> 00:43:53.458 as well as the lower side 622 00:43:53.458 --> 00:43:56.648 The eyelid would be drawn like this if the lower side 623 00:44:03.320 --> 00:44:05.157 were originally like this 624 00:44:12.994 --> 00:44:19.962 If the eyelid is originally like this 625 00:44:19.962 --> 00:44:25.762 or if the eyes are closed 626 00:44:25.762 --> 00:44:33.939 the upper eyelid may be drawn with 627 00:44:33.959 --> 00:44:39.300 a completely downward curve like this 628 00:44:39.300 --> 00:44:43.841 The angle looks slightly more extreme 629 00:44:43.841 --> 00:44:46.491 when it is completely 630 00:44:46.491 --> 00:44:50.439 downward like this 631 00:44:50.439 --> 00:44:54.539 This is because the downward slope 632 00:44:54.539 --> 00:44:58.748 also distorts due to the angle 633 00:45:01.640 --> 00:45:03.144 Here is the eyebrow bone 634 00:45:07.480 --> 00:45:12.467 The eyebrow bone also gradually goes downward like this 635 00:45:12.467 --> 00:45:17.440 The distance between the eyes and the eyebrows also gets a little closer 636 00:45:17.440 --> 00:45:21.760 On the contrary, let's draw a low angle 637 00:45:21.760 --> 00:45:28.559 At a low angle, the head becomes very small 638 00:45:28.559 --> 00:45:32.559 It becomes much smaller than you think 639 00:45:32.559 --> 00:45:35.160 And the neck is originally here 640 00:45:35.160 --> 00:45:39.440 But the neck is buried and cannot be seen 641 00:45:39.440 --> 00:45:41.119 This is very important 642 00:45:41.119 --> 00:45:43.569 The angle is clearly felt 643 00:45:43.569 --> 00:45:48.279 if the neck is not visible at a low angle 644 00:45:48.279 --> 00:45:52.559 This perspective will also be applied 645 00:45:52.559 --> 00:45:57.359 when looking at the overall proportion 646 00:45:57.359 --> 00:46:05.559 Then, the upper body will be much shorter like before 647 00:46:05.559 --> 00:46:13.661 and the lower body will be much longer and bigger 648 00:46:16.839 --> 00:46:20.480 Since the lower body is emphasized 649 00:46:20.480 --> 00:46:25.119 only the nuances of the human body are drawn 650 00:46:25.119 --> 00:46:27.000 such that the calves stick out 651 00:46:27.000 --> 00:46:29.480 the shins go behind 652 00:46:29.480 --> 00:46:33.600 and they are drawn to become larger and bigger as they go down 653 00:46:40.390 --> 00:46:42.239 The soles of the feet may be visible 654 00:46:42.239 --> 00:46:46.239 or depending on the position of the camera set on the camera 655 00:46:46.239 --> 00:46:48.902 the feet may just be visible like this 656 00:46:54.040 --> 00:46:59.720 Usually, the calves are drawn very long and large from the beginning 657 00:46:59.720 --> 00:47:06.119 And now, in the case of the face, the chin can be seen like this 658 00:47:06.119 --> 00:47:09.720 The lower part of the chin can also be seen 659 00:47:09.720 --> 00:47:15.600 The lower part of the nose can also be seen like this 660 00:47:15.600 --> 00:47:20.750 The chin is like this because of the deformation 661 00:47:20.750 --> 00:47:22.720 Appropriate omissions must be made 662 00:47:22.720 --> 00:47:25.480 so that it does not look too excessive or strange 663 00:47:25.480 --> 00:47:29.040 There are not many people who look good when taken from below 664 00:47:29.040 --> 00:47:31.920 It is very difficult to draw the lower part naturally 665 00:47:31.920 --> 00:47:35.839 especially when it is drawn in a more cartoonish way 666 00:47:35.839 --> 00:47:40.330 , the upper 667 00:47:40.330 --> 00:47:43.559 the upper eyelid is slightly higher 668 00:47:43.559 --> 00:47:46.760 If this is normal, the upper eyelid 669 00:47:46.760 --> 00:47:49.079 would be slightly higher 670 00:47:49.079 --> 00:47:54.000 And if the lower eyelid is slightly upturned 671 00:47:54.000 --> 00:47:56.720 it would be slightly curved upward 672 00:47:56.720 --> 00:48:03.040 And since the bridge of the nose is also shortened 673 00:48:03.040 --> 00:48:06.279 if it were originally in this position 674 00:48:06.279 --> 00:48:07.163 it would be 675 00:48:15.920 --> 00:48:20.079 shortened to this position 676 00:48:20.079 --> 00:48:24.839 And if the eyebrows were originally like this 677 00:48:24.839 --> 00:48:26.880 a little bit higher 678 00:48:26.880 --> 00:48:29.760 And if the cheekbones were originally like this 679 00:48:29.760 --> 00:48:33.880 draw a gentle curve upward like this 680 00:48:33.880 --> 00:48:39.039 If the cheekbones were originally like this 681 00:48:39.039 --> 00:48:45.479 draw them with a nuance that looks like they are slightly smiling upward 682 00:48:45.479 --> 00:48:47.239 Now, only the chin 683 00:48:47.239 --> 00:48:49.919 is slightly shown from here 684 00:48:49.919 --> 00:48:54.719 and now it just goes straight to the neck 685 00:48:54.719 --> 00:48:58.640 If you draw each part like this 686 00:48:58.640 --> 00:49:01.559 it looks a little bumpy and crude 687 00:49:01.559 --> 00:49:05.479 So, if the cartoonish expression is a little more strengthened 688 00:49:05.479 --> 00:49:10.760 the facial features are placed above 689 00:49:10.760 --> 00:49:14.320 and the lower part is left like this 690 00:49:14.320 --> 00:49:15.217 Most of them do that 691 00:49:19.159 --> 00:49:25.080 And the ears are usually located 692 00:49:25.080 --> 00:49:30.479 right next to the eyes and nose like this 693 00:49:30.479 --> 00:49:31.840 How about this? 694 00:49:31.840 --> 00:49:36.840 It's just like a wrapped A4 paper 695 00:49:36.840 --> 00:49:44.799 Then, if this is the end of the chin 696 00:49:44.799 --> 00:49:52.479 due to the nature of this A4 paper, if it goes sideways like this 697 00:49:52.479 --> 00:49:56.688 the ear will be located a little lower like this 698 00:50:00.400 --> 00:50:02.440 You can see that the end of this A4 paper is the chin 699 00:50:02.440 --> 00:50:05.237 and the ear is attached to this end 700 00:50:09.039 --> 00:50:11.840 The point of the low angle is that 701 00:50:11.840 --> 00:50:14.719 we have to draw a much larger change in proportion than we think 702 00:50:14.719 --> 00:50:16.719 That's because we often see high angles 703 00:50:16.719 --> 00:50:19.080 but low angles are unfamiliar 704 00:50:19.080 --> 00:50:21.919 That's why, especially when reducing the head size 705 00:50:21.919 --> 00:50:25.159 we often reduce it very timidly 706 00:50:25.159 --> 00:50:27.400 To this extent 707 00:50:27.400 --> 00:50:31.200 If we do this, the effect of the low angle we think of 708 00:50:31.200 --> 00:50:33.080 will not be as great 709 00:50:33.080 --> 00:50:35.799 This can also be called a low angle in some ways 710 00:50:35.799 --> 00:50:40.799 So when we draw 711 00:50:40.799 --> 00:50:46.239 it's completely like this 712 00:50:46.239 --> 00:50:50.440 o the perspective that enters the human body 713 00:50:50.440 --> 00:50:52.960 is this steep 714 00:50:52.960 --> 00:50:57.440 and if the head is pierced like this, wouldn't it be too small? 715 00:50:57.440 --> 00:50:59.119 So, I just drew it like this 716 00:50:59.119 --> 00:50:59.840 What do you think? 717 00:50:59.840 --> 00:51:03.880 It makes you look like a big head 718 00:51:03.880 --> 00:51:06.980 The head is reduced much more than you think 719 00:51:16.599 --> 00:51:19.599 And the important thing 720 00:51:19.599 --> 00:51:21.400 When you draw the human body like this 721 00:51:21.400 --> 00:51:24.559 you can't help but draw 722 00:51:24.559 --> 00:51:26.559 a cylinder-like shape first 723 00:51:26.559 --> 00:51:30.799 Then, the cross-section will be like this circle 724 00:51:30.799 --> 00:51:38.159 The more gentle this circle is, the less perspective there is 725 00:51:38.159 --> 00:51:41.080 To be clearly visible 726 00:51:41.080 --> 00:51:44.440 this curve must be very large for the perspective 727 00:51:44.440 --> 00:51:46.612 It has to be close to a perfect circle 728 00:51:52.450 --> 00:51:54.520 The closer it is to a circle 729 00:51:54.529 --> 00:51:57.920 the more perspective there is 730 00:52:03.840 --> 00:52:07.320 This is the same with a high angle 731 00:52:07.320 --> 00:52:14.400 Lastly, here's a human body using a wide angle 732 00:52:14.400 --> 00:52:22.960 First, let's look at this guide from a wide angle 733 00:52:22.960 --> 00:52:32.200 Distortion occurs the farther away you get from the center of the screen 734 00:52:32.200 --> 00:52:36.320 This is the same with the human body 735 00:52:36.320 --> 00:52:42.039 Even if you're standing in the middle like this 736 00:52:42.039 --> 00:52:46.400 And there's a vanishing point on both the top and bottom 737 00:52:46.400 --> 00:52:49.880 So, the lower side is shown at a high angle 738 00:52:49.880 --> 00:52:53.039 and the upper side is shown at a slightly low angle 739 00:52:53.039 --> 00:52:59.440 This is exactly the eye level in the center of the human body 740 00:52:59.440 --> 00:53:00.911 It'll look like this 741 00:53:14.239 --> 00:53:16.711 The person in the middle is like this 742 00:53:16.711 --> 00:53:20.200 but what happens if you apply curvature when you go sideways or to both sides? 743 00:53:20.200 --> 00:53:24.100 You can see that this line is where the nuances of the human body 744 00:53:24.100 --> 00:53:29.203 are applied first and foremost 745 00:53:29.203 --> 00:53:31.869 Even for someone just standing 746 00:53:42.039 --> 00:53:49.439 the feet on the floor 747 00:53:49.439 --> 00:53:52.679 are still positioned on the line extending from the center 748 00:53:52.679 --> 00:53:55.200 so the perspective is applied 749 00:53:55.200 --> 00:53:58.300 but the overall height of the body 750 00:53:58.300 --> 00:54:04.559 is bent a lot according to this curved curve 751 00:54:04.559 --> 00:54:11.599 And because it is positioned on this horizontal line 752 00:54:11.599 --> 00:54:15.266 the lower body is drawn at a slightly low angle 753 00:54:21.919 --> 00:54:24.702 and the lower body is drawn at a high angle 754 00:54:29.625 --> 00:54:36.200 And the depth of the screen, whether it is behind or in front 755 00:54:36.200 --> 00:54:39.119 the distortion is more severe the closer it is to the front 756 00:54:39.119 --> 00:54:43.840 This is because the angle of view is wide, so the range of objects is crowded 757 00:54:43.840 --> 00:54:46.540 For example, a face like this taken with a fish-eye lens 758 00:54:46.540 --> 00:54:51.640 like this frontal selfie 759 00:54:51.640 --> 00:54:59.799 has a narrower area on the side, and the nose is big 760 00:54:59.799 --> 00:55:05.080 The nose is really big 761 00:55:05.080 --> 00:55:13.640 and the eyes are also 762 00:55:13.640 --> 00:55:19.239 distorted left and right on the vertical line 763 00:55:19.239 --> 00:55:31.320 so the angles of the two eyes change from side to side, just like strabismus 764 00:55:31.320 --> 00:55:41.080 The mouth is also at a high angle, and the forehead is at a low angle 765 00:55:41.080 --> 00:55:43.430 The distance between the eyes is also far apart 766 00:55:43.430 --> 00:55:45.919 and it looks a bit like the front of a fish 767 00:55:45.919 --> 00:55:48.478 The margins of the face are also extremely reduced 768 00:55:52.840 --> 00:55:58.080 It feels a little more like this 769 00:55:58.080 --> 00:56:01.440 Do you know what it feels like? 770 00:56:01.440 --> 00:56:05.919 In horror movies, when you press the doorbell 771 00:56:05.919 --> 00:56:10.919 there is a horror production where you hold the binoculars 772 00:56:10.919 --> 00:56:13.679 close to your face 773 00:56:13.679 --> 00:56:17.804 You can see the kind of production that makes use of this distortion 774 00:56:21.239 --> 00:56:25.159 And if we draw this 775 00:56:25.159 --> 00:56:41.520 the bottom would be at an extremely high angle 776 00:56:41.520 --> 00:56:48.679 Through these extreme parts 777 00:56:48.679 --> 00:56:51.880 we can express the human body more organically 778 00:56:51.880 --> 00:56:54.730 Drawing at a wide angle, the human body 779 00:56:54.730 --> 00:56:57.479 is now more nuanced in how the body's gestures are bent 780 00:56:57.479 --> 00:57:00.939 according to the overall wide-angle guidelines 781 00:57:04.760 --> 00:57:09.359 When it is high, low, or close 782 00:57:09.359 --> 00:57:11.079 n the case of high or low 783 00:57:20.959 --> 00:57:23.609 depending on this angle 784 00:57:23.609 --> 00:57:31.920 even in a picture where it is sitting still, action is felt 785 00:57:31.920 --> 00:57:36.640 and dynamics are felt 786 00:57:36.640 --> 00:57:46.079 I've mentioned before that this shortening and exaggeration 787 00:57:46.079 --> 00:57:47.880 greatly affect the action 788 00:57:47.880 --> 00:57:55.160 One of the best techniques to use this is the perspective 789 00:57:55.160 --> 00:58:01.280 change using angles 790 00:58:01.280 --> 00:58:06.640 so depending on how well you use this 791 00:58:06.640 --> 00:58:10.680 the level of dynamism and the nuance of the entire picture are determined 792 00:58:10.680 --> 00:58:14.680 So, I think it would be good to try it a lot 793 00:58:14.680 --> 00:58:18.719 Let's summarize what we learned in this session 794 00:58:18.719 --> 00:58:23.199 First, we learned about the concept and types of perspective 795 00:58:23.199 --> 00:58:25.499 Second, we learned about the human body 796 00:58:25.499 --> 00:58:28.640 with perspective through the types of angles 797 00:58:28.640 --> 00:58:31.400 Lastly, we learned how to draw an ordinary human body 798 00:58:31.400 --> 00:58:35.319 through perspective dramatically 799 00:58:35.319 --> 00:58:37.248 Thank you 800 00:58:38.147 --> 00:58:39.397 The concept and types of perspective Terms related to perspective Vanishing point: Refers to the point where parallel lines extend infinitely and converge, and N-point perspective is classified according to the number of vanishing points 801 00:58:39.397 --> 00:58:40.647 Perspective line: Expresses the sense of depth and parallel lines that converge toward the vanishing point Horizontal line: Refers to the line indicating the eye level of the observer, and the vanishing point is always located above the horizon 802 00:58:40.647 --> 00:58:41.897 1-point perspective Perspective with one vanishing point, mainly expressing frontal composition Used for interior spaces, frontal buildings, and expansive landscapes 803 00:58:41.897 --> 00:58:43.107 2-point perspective Perspective with two vanishing points, expressing depth and width Expressing architecture, interiors, and three-dimensional appearances 804 00:58:43.114 --> 00:58:44.754 3-point perspective Expressing depth, width, and height Used for high-rise buildings, cityscapes, and dynamic compositions 805 00:58:44.754 --> 00:58:46.414 4-point perspective and 5-point perspective 4-point perspective: Perspective with four vanishing points, characterized by curved lines 806 00:58:46.414 --> 00:58:48.044 5-point perspective: A concept that complements 4-point perspective, expressing distortions like a sphere Used for wide-angle lenses, fish-eye lens effects, and panoramic shots 807 00:58:48.044 --> 00:58:49.644 How to apply perspective to people High angle The viewpoint is higher than the subject, making the subject look small and fragile, and showing the background widely Used for cityscapes and bird's-eye views 808 00:58:49.644 --> 00:58:51.344 Low angle The viewpoint is lower than the subject, giving a sense of grandeur and pressure, and expressing the subject strongly Emphasis the strength and movement of the character 809 00:58:51.344 --> 00:58:53.020 Wide angle The wide angle of view is characterized by the edges of the screen being distorted Creating a unique and unrealistic atmosphere, and maximizing the sense of space 810 00:58:53.020 --> 00:58:54.570 Human body expression using perspective High-angle human body The head becomes larger and the feet become smaller, the upper body is highlighted, and the lower body is hidden The face looks wider with a wider forehead and smaller chin 811 00:58:54.570 --> 00:58:56.270 Low-angle human body The head becomes smaller and the lower body is emphasized The lower part of the chin and nose is shown a lot, and the proportion 812 00:58:56.270 --> 00:58:57.977 Low-angle human body The head becomes smaller and the lower body is emphasized The lower part of the chin and nose is shown a lot, and the proportion changes should be drawn greatly to be effective