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Here are my notes so far. There are some neat tricks and tips in the review—thanks, Marshall!
When studying perspective in a masterpiece, thinking about a slider with two extremes helps to better understand the bigger picture:
- instructional (how-to) vs. showcasing for maximum impact
- simplified vs. detailed
- close vs. far away
- huge vs. tiny
- inside vs. outside
- looking down vs. looking up (into the scene)
- organic vs. rigid/mechanical
- wide-angle vs. compressed 2D shapes layered on top of each other
- strict mathematical rules vs. purposely bending principles for storytelling
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My overall goal is to draw my own comic so I want to learn perspective ultimately for that. The individual goals include drawing my own environments, vehicles, and the human form all in different angles for more interesting angles and artwork!
Below I have examples from Seiji Yoshida, Yoh Yoshinari, Akira Toriyama, Otomo Katsuhiro, H. Charles Mcbarron and Kinu Nishimura
When I look at these artists work, I feel inspired. I want to learn perspective to help me achieve that same feeling in my art.
The artists here range from graphic novels and video game concept art, I want to learn perspective so I can put storytelling at the forefront of my process and make my narratives even more dramatic.
The artists Tim Mcburnie, Akira Toriyama, and Alariko are some of the few that have been responsible for leading me here. I aspire to see form and color like they do, to breath life into worlds unknown. These are just some of their works.
hello! i've just started this course, and I'd love to:
- learn why you might use one shot over another for storytelling
- learn enough perspective fundamentals to draw convincing, informative establishing/contextual shots
stretch goals (for long-term practice):
- draw characters from multiple angles convincingly (organic form perspective)
- draw characters *interacting* convincingly (organic form perspective)
- ground characters convincingly in their environments
- develop a balance between environment detail and character detail
samples come from artists: Adrian Tomine, Jean Giraud (Moebius), Jordi LaFebre, Asano Takeji, Dave Gibbons
I want to know how to draw objects and scenes from imagination with exact perspective and precise primitives-based forms to:
- concept, visualize and plan the 3D modeling of videogame environments/characters/props/etc
- create mood and interest in still images/real time videogame environments
Here are some Artists, Architects and Industrial Designers which I find interesting, I like their use of perspective and my goal is to be able to simulate a good perspective with clean strokes. By the way does someone know where I can find the complete collection with all images of the community ? Thanks !
I'm brand new to this course and don't have much familiarity with the site, would you be so kind as to point me in the direction of where these collections of pictures and art are located? Thanks in advance
I decided to go back to start of the course while Part 2 is on its way. And following this critique I decided to refine my goals and Masters to study.
My goals are still the same, rather than change them I simplify them.
Goals: to deeply understand perspective so that it will become intuitive when drawing and painting.
I'm a graphic Designer by trade, but I'm finding that I'm actually a lot more inspired by illustration and animation than classic design. Although I think classic design is great in itself, it is capped in its potential of creativity.
I've been trying to draw on and off for the last three years and have made some okay progress through courses on Proko, Drawabox, etc. But whenever it comes to drawing, I've had this really strong creative paralysis where I fear pushing ideas past the exact reference that I'm copying off. I'm not confident in creating dynamic scenes from my head or establishing interesting compositions.
I've also been fighting for my life with minimal success to draw hands and feet or place my drawings in scenes. I think that all comes down to not really having a solid foundation for drawing forms properly in 3D space.
Although I've touched on perspective before, I think now is the time to get my foundations as rock solid as possible. I can be more adventurous with my graphic design and illustration work before moving on to more complicated 2-D animation.
Here are a couple of references that really inspire me.
As a painter, my main focus studying this class is to learn how to get the perspective right and as a tool for making more interesting and compelling drawings. I struggle with architecture and placing things right in the scene so the sizes are correct (like clouds!) and want to learn first technical drawing and progress into scene construction of buildings, cities, and interiors. I like close up, intimate artwork and want to use everyday objects to tell narratives sometimes without characters
The main focus of my art adventure is to understand form and how form reacts to its environment.
And being able to manipulate form and to draw what i see in my mind as well in real life.
being able to create new worlds feels like a superpower.
The page Marshall scrolls through with all the drawings, is this a thread on actual community or do we have to just view them on the page below?
I want to draw with a pen from imagination...from any angle. I love nature and notan. I'm glad Marshall sees and treats perspective as solving puzzles. I love a good puzzle too!
I am interested in illustration and just general skills in drawing with perspective. I would love to be able to draw cartoon characters or more realistic characters from any direction in 3D scenery.
Hello,
Could someone please point me in the direction of the community thread used as reference in Collecting Masters? Thanks!
