Omg. I think about this all the time for rendering, but never once thought about it for the working space, and it REALLY explains some subtle but odd results I've gotten! ❤❤❤❤
I almost always use a 75mm focal length while sculpting. Some digital sculptors recommended using 100mm, but I didn’t feel comfortable with it, so I stuck with 75mm. It’s great to know that someone else also uses and recommends 75mm!
I use 100~120 for modeling because it makes you able to see the form of the objects in a truer way, without reaching the ortho. As if you are holding a figure in real life. Because even if you model a face up close, it's only in the software that you need to reach so close for the details. In real life you don't need to put your eyes so close to the thing. So by using the 100~120 you still get no deformation, and it also works kind of well from afar while modeling. Then, I change it to a better values after I'm more or less done and see the thing from the distance
Seeing the production designer of Mary & The Witches flower, talk about *focal length* at the Cape Town International Animation Film Fest in 2019 was such a revelation as someone who had just studied photography 📸 seeing how animators were using the same principles was so cool
Thanks for this! Yours is the first video I've seen talking about this for sculpting, although the topic of default camera comes up a lot in Blender vs ZBrush comparisons.
Clay sculptors have spent years trying to alleviate the issues of perspective, from calipers to profile cutouts to mirroring telephoto pics of the sculpt, even wearing glasses with a blacked-out lens to eliminate stereo vision! And nowadays digital sculptors can just click a button to fix all that, yet they don't. Maybe it's coming from a hard surface background, where orthographic is the standard, but I'm always boggled by the number of cross-eyed character sculpts I see because of people working in wide perspective views.
Pro photographer here. When I shoot models I shoot between 75 and 80 mm to avoid distortion. only for standard digital or 35mm. But if was shooting 2-1/4 ,or 4x5 the focal length would be different.
This is something that pains me to see when I watch other people modelling characters in Blender. Pretty much no other 3D program is like this by default, at least in my experience. Even just zooming in to the default cube looks so distorted and wrong to me, after years of Maya and 3DS. I'm a Blender newbie though.
Don't change the default view settings. Create a camera, lock it to view and adjust the properties of that camera. This give you an "easy out" if things get dodgy. Also if you are creative and know what you are doing with blender you can do some automatic focal length (like an eye) black magic voodoo stuff and then save it as an asset. It's annoying, but it's true, most times with Blender it's best to leave the default stuff alone and "roll you own" as some might say. Godo video though!
bro, I already thought that this would be a standard video about nothing and with information chewed over a hundred times, but no, although the video could have been shortened more than 2 times.
❤You are very handsome😊 This is the 1st time I've understood those settings in blender. I'm so greatful for your work...🪄Pity it's impossible to pay with a Russian card...
Omg. I think about this all the time for rendering, but never once thought about it for the working space, and it REALLY explains some subtle but odd results I've gotten! ❤❤❤❤
I almost always use a 75mm focal length while sculpting. Some digital sculptors recommended using 100mm, but I didn’t feel comfortable with it, so I stuck with 75mm. It’s great to know that someone else also uses and recommends 75mm!
ive tried the vr sculpting, it got rid that fov issue.. i got like 10x faster in sculpting productivity
Using firebird for sculpting or a paid sculpting app?
I use 100~120 for modeling because it makes you able to see the form of the objects in a truer way, without reaching the ortho. As if you are holding a figure in real life. Because even if you model a face up close, it's only in the software that you need to reach so close for the details. In real life you don't need to put your eyes so close to the thing. So by using the 100~120 you still get no deformation, and it also works kind of well from afar while modeling. Then, I change it to a better values after I'm more or less done and see the thing from the distance
Seeing the production designer of Mary & The Witches flower, talk about *focal length* at the Cape Town International Animation Film Fest in 2019 was such a revelation as someone who had just studied photography 📸 seeing how animators were using the same principles was so cool
Great stuff explaining that focal lenght :D Thanks to paper tube I finally get it.
Great video, thank you so much!
Real useful info 👌👌
Thanks for this! Yours is the first video I've seen talking about this for sculpting, although the topic of default camera comes up a lot in Blender vs ZBrush comparisons.
Clay sculptors have spent years trying to alleviate the issues of perspective, from calipers to profile cutouts to mirroring telephoto pics of the sculpt, even wearing glasses with a blacked-out lens to eliminate stereo vision! And nowadays digital sculptors can just click a button to fix all that, yet they don't. Maybe it's coming from a hard surface background, where orthographic is the standard, but I'm always boggled by the number of cross-eyed character sculpts I see because of people working in wide perspective views.
Pro photographer here. When I shoot models I shoot between 75 and 80 mm to avoid distortion. only for standard digital or 35mm.
But if was shooting 2-1/4 ,or 4x5 the focal length would be different.
thanks for your explanation, i mainly use Zbrush for sculpting characters so what the ideal focal of length and the field of view?
Following the same logic, is it better to lower focal length on larger subjects like world building?
85 to 135 for pack shots. 18, 24 or 35mm for handheld. Mainly because I have those lenses in real life and I like what they do.
I just looked up focal length for portrait photography and saw it was between 85-135 mm, so just ended up getting comfortable around 95
great video
This is something that pains me to see when I watch other people modelling characters in Blender. Pretty much no other 3D program is like this by default, at least in my experience. Even just zooming in to the default cube looks so distorted and wrong to me, after years of Maya and 3DS. I'm a Blender newbie though.
Don't change the default view settings. Create a camera, lock it to view and adjust the properties of that camera. This give you an "easy out" if things get dodgy. Also if you are creative and know what you are doing with blender you can do some automatic focal length (like an eye) black magic voodoo stuff and then save it as an asset.
It's annoying, but it's true, most times with Blender it's best to leave the default stuff alone and "roll you own" as some might say. Godo video though!
FIRST I LOVE YOU
Thanks, was very good lesson. Its weird if i use 250 mm of focal length? xDDD
I guess it wouldn't be much different to sculpting in orthographic view 🙃
I use orthographic for sculpting all the time.
I kinda like 90mm
Nope. Nope. Not good. You didn't even talk about digital zoom vs optical zoom 😂 Am I meant to just KNOW the difference? 😂 Jk great video Danny 👍🏾
bro, I already thought that this would be a standard video about nothing and with information chewed over a hundred times, but no, although the video could have been shortened more than 2 times.
do whatevers comfortable dont let this guy and his weird haircut and patchy beard to tell u whats what LOL, btw didnt watch the video
❤You are very handsome😊 This is the 1st time I've understood those settings in blender. I'm so greatful for your work...🪄Pity it's impossible to pay with a Russian card...