Showing all 25 replies.
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>>7934887
Scott Robertson is extremely autistic about perspective. His book covers technical and mechanical design. It's basically computational geometry with how precise he gets with it. I'd recommend something a lil more accessible if you're a complete beginner so you don't get overwhelmed.
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>>7934887
It's a very good book which shows some neat tricks you rarely find anywhere else. It's also very in-depth tho. Basically more suited for industrial designers than for artists. Still definitely worth looking into tho.
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>>7934887
I have this book and it's an amazing book about technical design drawing i.e. how do you draw up a 1:1 of things you want to make or just wonder how they would look if they existed
It does not deal with the more artistic aspects of drawing
I would not recommend it unless you want to learn very technical drawing or you're struggling to get good at perspective/scale
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Working through this book will give you some seriously solid fundamentals. The people complaining that it takes the "joy out of art" need to post their fucking work. The truth is you can have fun by drawing anime or whatever in between exercises from the book.
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File: my stuff.png (1.4 MB)
>>7935096
scott robertson's stuff was too detail oriented for me and the constructions seemed obvious in hindsight, used the book a long time ago and dropped the book and art for a long while, however i made my own perspective system that i prefer, but i did use desmos to try to figure it out before that like here.
https://www.desmos.com/calculator/34138e810f
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>>7934887
It all depends on your art goals. If you are going to be doing a lot of environments, vehicles, and technical, detailed drawing or mechs, this one is probably best.
Otherwise, it's extremely dry and autistic, and you can get all you'll ever need from Perspective Made Easy or any other more straightforward books.
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>>7934887
I studied it along the other resources given in the curriculum. It was fucking tough but in the end I was able to replicate the techniques. Nowadays I base my illustrations from my own maquettes so I don't have to suffer with perspective or values or anything of that matter. Study it it's great.
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>>7935082
Hi! My main goal is to become an anime-style 2D animator, but I also want to build a strong all-around art foundation. I’d love to learn how to draw backgrounds, design my own objects, and create full scenes, not just characters.
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>>7935609
Well there are much better books for this. Even studying a comic book would probably be more effective than this book. It’s. A great book but like others said it’s very autistic and particular about vehicle drawing. It only covers environments relatively briefly. It’s a solid resource but there are more focused resources out there. It’s up to you
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>>7935620
>>7935772
im thinking of making my own perspective book under a pseudonym, most perspective instruction out there is outdated af, rules and everything is taken for granted without a solid and simple foundation and extremely dry, dw zero math and no euclid level 2d geometry, thats a very useless way to understand perspective while trying to use it, but first i need the motivation to write the book which im drafting out, cant promise shit tho.
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>>7938242
### Section 2 - The Ray Model
- Now we will cover how light reaches our eyes in the first place in a simplified way.
- Light goes from a light source to bouncing around in the environment and eventually our eyes.
- Ray tracing reverses this process, instead of trying to trace rays from a light source directly, instead we just trace rays from our eye to objects in the environment to the light source
- For understanding perspective, we will only focus on the first rays we shoot out from our eye in this model to points in the scene and assume the eye is a perfect pinhole so the points in the scene hit by the same rays are in perfect clarity and seen as the same.
- This will be the ray model of light, rays shooting out from a point that we call the eye/camera.
- with this model of light, how our brain interprets those rays shooting out from our eye makes zero difference to us, if a piece of paper or a 3d scene has the same points hit by the same rays, then they will be seen as the exact same
this is like after explaining the pinhole camera and eye briefly and before vanishing points, im working on the book dw it just takes time, already have the outline for it and the structure is there for it, just that now i have to write things out, add diagrams, and other things and reorder things when things seem in the wrong order, since the book will include freehand drawing aswell not just construction, which would be used to bridge to free hand drawing naturally
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