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Camera height and angle

Picking one eye level and tilt for a scene, and keeping every object consistent with it, so everything agrees on where the viewer stands.

What it is

Camera height is eye level: how high the viewer stands relative to the subject — looking up from waist height, straight on at chest height, or down from above. In a drawing this shows up as the horizon line and where you see tops or bottoms of objects.

Camera angle is the tilt and direction of that view — straight on, turned 3/4, looking up (low angle), or looking down (high angle). It decides how much verticals converge, how much foreshortening you see, and which planes of a form are visible at once.

In practice: pick a horizon line, decide whether you see tops or bottoms of things, then keep that choice consistent as you construct forms. Boxes, cylinders, characters, and props all obey the same eye level and tilt, so the scene feels shot from one viewpoint.

Why it matters

Without a clear camera height and angle, scenes feel floaty and staged: floors and tables disagree about where the viewer stands, characters look pasted in, and objects seem to tip or slide instead of sitting in space. Solid control of eye level and tilt makes your perspective grids, vanishing points, and figure construction work together, so the viewer instantly understands where they are and how they're looking at the scene.

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