Foreground, Midground, Background
Вставка
- Опубліковано 28 бер 2021
- When making 2d or 3d environments, or a figure in an environment, having a solid foreground, midground and background is key to leading the eye through the frame, and to the focal point of the piece. This tutorial discusses a little bit about the different ways to go about lighting these environments from a high level compositional perspective. Most lighting schemes can be broken down into a few different types, and choosing the right type can really change the feel of the image.
better than an irl art teacher. thaks man. super helpful!
So helpful thank you ! ! Great breakdown and examples.
Glad you like it!
This video helped me immensely! You have no idea... Thank you so very much!
Glad you found it so useful!
Love these breakdowns and examples!
Thanks Harry, glad you've found them helpful!
I have never designed any games before, but my spontaneous idea for 2D platformers - which is kind of my target games in the future - has always been to imagine that backgrounds became hazy and unsaturated, and possibly also a bit bluish, since this would represent atmospheric haze and light scattering. And of course, parallax scrolling would also be quite important.
Yup, a game like that would be an excellent chance to explore these sorts of principals.
thanks for making it concise and easy to understand!
Glad you found it helpful
as always, awesome educational piece
Thanks Leo!
I was waiting for this.
Thanks Jomar, hope it lived up to your patience :)
Thank you, Neil.
Glad you liked it Mihai!
Very interesting ideas!!
You are just the Best man! Thanks for sharing that
Thanks, glad you enjoyed it!
It's nice to see lighting and framing explained like this. I wonder though, how are those techniques applied on a moving scene (i.e. a film or video game) where the layers change.
That's an excellent question. I have less experience with that, as I mostly do stills, but I did see a few tricks from my time at Pixar. It's very camera move dependent. If the camera is just doing a sideways pan, or sideways rotation, and say you're using type 1, it's pretty straight forward to make sure you have foreground elements that are dark for the entirety of the shot. Same if it's a small camera push in, make sure the first frame of the shot is type 1, and the last frame is also type 1. For cameras that move a lot more, try and make sure the first, middle and last frame of the shot all have the same type, and don't worry if it gets broken during those middle areas. Or, bonus points, start a shot with type 1, then have the last frame be type 2 or 3. You also have to consider cross shots. So say that shot 1 is type 1 all the way through. If shot 2 is type 2, does that change become too visually confusing? For the most part though, all of these tricks are for one purpose, to keep the eye on the focal point. So if other things keep the eye on the focal point, like contrast in color, or placement on the screen, the foreground, midground and background may not be as important to get perfect in a set of shots. Anyways, hopefully something in that rambling is useful to you!
@@ArtOfSoulburn It sure was, thanks for the answer. I sometimes dab with 3D environment but I don't practise much my framing and composition. I'll definitely try and apply some of those tricks next time I do!
Very good, tks for sharing :)
Glad you found it helpful!
The first time I don't understand,The second time to understand,The third way is really interesting!!😂
Well thanks for watching it 3 times then, glad it reached max interestingness on the third try :)
@@ArtOfSoulburn The quality of your instructional video is excellent
wow,yesterday's video
Glad you like it!
god i love this shit
haha, that might be one of the best comments ever :) Thanks!