We welcome you to the family people. Thanks for tuning in. Today we're going to be speaking about perfection in art. And so if you're a comic artist or an artist, there are selected amount of times. There are specific times where you may want to be a perfectionist and times where you don't want to be a perfectionist. Now some of the good times you may want to be a perfectionist is when you're drawing buildings. Now buildings are man-made, they're not natural, they're very static, they're very like a straight line there. They go out of perfect 90 degree angle and whatnot. They're calculated by angles like exact specific angles. So that's a time where you want to be perfect. Grab a ruler to draw something man-made which is meant to be in the eyes of perfection. And however if you are to draw a natural background or a organic human, no ruler is involved. There's more so the capability of being loose because humans are loose, they're very curvy. There's no straight lines in nature. If you look very closely there's a curve all the time. And so if you were to draw something organic. These organic creatures or backgrounds, they're loose, they're free, they're not strict like a building. And so if you're like one of the artists that wants to perfect their humans or whatnot, they want to get their human 100% and they aren't drawing as fast as they would like them to draw. As they would like to draw, they're not drawing as fast as they would like to draw. You may fall into a specific category. So I did a video prior called the psychology of sketching. So if you're like a perfectionist when it comes to drawing organic creatures. So you may fall into the finalize a category. So there's a spectrum. So at one side the spectrum is a sketcher. And at another side of the spectrum is a finalizer. And if, again if you're a perfectionist, you're falling to the finalizing category and you may want to look deeply into the sketching aspect of your artwork to grow even further. So that you can have a balance between sketching and the finalizing art. So I did a video on that. You can go check that out. And it dies more specifically into what I'm talking about. So loose equals curve lines, perfection equals straight lines, perfection kills naturalism. Buildings aren't natural. You defend against your own natural self when you try to reach a perfection level when it comes in terms of an organic creature like a human. Which makes me believe why do artists only use rulers to calculate a exact precision when it comes to buildings. However, it's not being done with the human or anything other that's organic. Which is why I feel that it's already something that's inside you. It's something natural free to create as opposed to something that's a building. However, if you were to draw a cityscape for example, a background with a bunch of buildings stacked together, it won't be exact unless a ruler is used or involved within the making of the cityscape. Now it is possible to sketch it. However, when sketching, it may not be exactly aligned with the vanishing points. When they're using a ruler, you can rotate the ruler at the point of where the vanishing point to have an exact precision. Because it's unnatural for us to produce something like that. So if you were to draw a tree or a human or the ocean, they're all curvy so rulers aren't necessary. It's something that is built in within us as we train ourselves. And really and truly, it's all based on your style. So if you aim to have a kind of pixelated artwork or some kind of gaming artwork and add some kind of straight rectangular trees and that's all according to your style and that's good. And I know in the kindergarten, in first grade, we used to do these collages. We would use scissors, something that's man-made and meant to cut in straight lines. Yeah, we would use scissors to cut these, for example, trees out to make wood. And it wouldn't look exactly like an organic tree because it has straight lines, but it fits the style of the collage we were going for. And there's a style in a 3D modeling called Lopoli, which has your entire environment model to look like a basic polygon shape with all sides. And you know how polygons are with their straight lines? And the Lopoli 3D style, it really looks sexy. It's really clean and it really fits a unique style. And I used to go for Lopoli a lot when it came to 3D. And so to keep in mind, although in Lopoli, there may be straight lines within the trees for Lopoli 3D. If you were to draw something like a realistic tree or a natural looking tree, that's when you want to come out of the straight lines and go more into the curve, the curvilinear lines. So here are some more examples of Lopoli straight lines. This may not be for 3D. This may have been like just an illustrative piece, but this looks really cool. It really depends on what kind of style you're going for. So these, as you can see, they're Lopoli, they're like a polygon. They have a straight line angle to it. And if you're going for that, that's cool. And here's another one. This is 3D. Look how sexy this looks. You see this? They're very, you know, they're straight lines, they're trees. They may not look organic or natural or realistic, but there's just a certain element to it that just looks so sexy. I mean, just look at this. You know, it's just so cool.