[u][b]Chapter 2: Enviromental Composition
[/b][/u][size=2]It is impossible to produce [b]convincing concept art[/b] without a good grasp of perspective to complement the tools of composition. This is especially necessary to aid the orthographic schematics produced for further use by 3D modellers in both the game and movie industry, and to make believable cover art illustrations.
It seems almost unbeliavable, but even seasoned professionals may go throughout their lifetime never really learning the fundamentals of perspective, something you coudl perhaps read, understand and practise in a few evenings and days which ultimately you can easily add to your arsenal of artistic skills.
I implore thee, to give this your utmost attention.
In addition, the movie industry utilises a 2.5D whereby a flat 2D enviromental image has a 3D basic mesh superimposed over it, and thus generates a convincing landscape during a general horizontal pan shot.
For an example of what you can achieve with good perspective.
Have a look at the [Fantasy Demo Reel](http://hatchfx.com/fantasy_demo.php) by [b]Hatch[/b]
(NB: Quicktime plugin required)
But, first things first.
To make our life easier, once your initial composition is roughly established, you should start thinking in conjunction about your perspective.
When thinking of perspective, its really relatively straightforward.
One need only consider:[/size]
[ol]
[li]Horizon Line (HL)[/li][li]Type of perspective:[/li][/ol]
[ul]
[li]1 point perspective[/li][li]2 point perspective[/li][li]3 or more point perspective (Multi point perspective)[/li][li]Do all your main objects align into place?[/li][/ul]In addition, there is two other types of perspective to consider:
[ul]
[li]Atmospheric perspective[/li][li]Dynamic perspective[/li][/ul]Horizon Line
When considering perspective, one should decide early on where the horizon line (HL) lies.
The HL, is a fixed line whereby the viewer’s eye level lies. Eg. Where the sky and the ground meet.
NB: sometimes this plane is invisible, eg. Rendering interiors or within enclosed places, or whilst in space. Nevertheless, it is good to place arbitarily a horizon line and stick to it.
[img]http://www.medievalfx.com/ESG/horizon.jpg[/img]
As such, one can generally simplify the horizon to two general types.
[ol]
[li]Low Horizon Line: Useful for showing perspective from low down (eg. from a figure)[/li][li]High Horizon Line: Useful for aerial or birds eye view (top down view)[/li][/ol]Once you have plonked your HL down, you can decide on the type of perspective required. In the examples above, I have choosen simple [b]one point perspectives.
[/b]In addition, simple cues are used to lead the eye
[ol]
[li]Warm red, orange and [color=Yellow]gold colours[/color] attract the eye (placing it such at the zone around the 1/3rd can be useful)[/li][li]Converging or parallel lines, lead the eye towards your primary vanishing point[/li][/ol]Vanishing Point
Simple described, this is where all the parallel lines of perspective meet. Eg. A view down a long valley or highway or street.
I have produced a quick speedpaint below to illustrate this point.
[img]http://www.medievalfx.com/ESG/1pp-speeder.jpg[/img]
Converging lines, speed lines, all lead to one focal point. The [b]VP[/b]
One Point perspective
Thus, for a 1 point perspective
It has one focal point - i.e which we can denote as VP1
This is useful for scenes whereby the eye level is alligned directly with the Horizon Line, and can be used for a long streetway, or narrow corridor or trench. For more subtle uses of the 1 point perspective, let us examine some professional artist works.
[b]John Wallin Liberto[/b] is amazing at perspective and composition. Let us examine his recent work used for the Gears of War game.
[img]http://www.medievalfx.com/ESG/academy.jpg[/img]
[b]Analysis: [/b]Besides being wowed instantly by the near photorealistic rendering/textured detail, let us examine the image objectively. The [b]HL[/b],is in conjunction with a hidden 2nd perspective, but in the main this image is a central one point perspective. Subtle receeding and repetetive shapes are used in the foreground to lead the viewer through the archway (which acts like a small frame to compose the background element)
NB: In real life, most objects will be a minimal of a 2 point perspective or more, but in general for artistic re representations, 1 and 2 point perspectives can give a good approximate of real life.
Ultimately, a 3 point or multiple point perspective would be good (if executed well, but because of the complexity, this can be ultimately very hard to do accurately unless you use pre vizualization methods such as basic 3D render forms to layout your perspective.
Drawing one point perspective using a Grid system
