I know this is not generally the most difficult of exercises, but the reason I joined this class, the reason I’ve been returning to perspective exercises, was my inability to rotate and place skulls at different angles. It’s something that would crop up frequently in other courses and I’d return to perspective each time. I would be disheartened again and again at not being able to get ellipse sides or craniums to match the direction I intended, the face, etc. Last night was the first time I’ve been able to do it. (!!!!) They’re referenced and aren’t perfect but it was only using the axis and proportion knowledge from the square/cube exercise that I was finally able to get them to point in the way I was meaning. Used the square to think how it changes during a rotation and applied to the object as a guide. Big milestone for me. Thank you. :3
LESSON NOTES
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I will show you how a simple square in perspective acts as a shortcut for setting up proximity and field of vision. You will see how distance and zoom completely change the angles of a shape. Up close, angles distort and expand. Far away, they compress and flatten.
By understanding this effect, you can control the depth of your drawing right from the first shape you put on paper. I explain how to use a foreshortened square to establish your viewer's position. You will learn to choose between a wide-angle close-up or a compressed telephoto look just by altering that initial square. This gives you a reliable standard for proportion and helps you place your viewer without relying on complex measuring techniques.
A simple square dictates the depth of your drawing.
Shaping it establishes proximity and field of vision. Exaggerating depth places your viewer up close. Compressing it pushes them back. This creates a standard to measure proportion.
I know this is not generally the most difficult of exercises, but the reason I joined this class, the reason I’ve been returning to perspective exercises, was my inability to rotate and place skulls at different angles. It’s something that would crop up frequently in other courses and I’d return to perspective each time. I would be disheartened again and again at not being able to get ellipse sides or craniums to match the direction I intended, the face, etc. Last night was the first time I’ve been able to do it. (!!!!) They’re referenced and aren’t perfect but it was only using the axis and proportion knowledge from the square/cube exercise that I was finally able to get them to point in the way I was meaning. Used the square to think how it changes during a rotation and applied to the object as a guide. Big milestone for me. Thank you. :3
At about 6:20 Marshall states, "this is not a square in perspective," without any explanation of why this is so. I've been playing around w/ Zolly and squares can get pretty distorted and it was not obvious to me why this is not a square.
After looking at it a bit more, I could see that, within a reasonable field of view (say 60 deg), this cannot be a square. Given the way the lines converge on this shape, the longer edges would need to be more foreshortened for this to be a square.
But this did not satisfy me. So I took the not-a-square and reverse engineered the R/L vanishing points and the diagonal vanishing point. From those, I derived the station point and field of view. It turns out that, for this shape to be a square in perspective, it would have to be way out side the field of view.
So, would it be correct to think about it this way: If you make the shape satisfy the geometric requirements of a square in perspective, it is not in a useful field of view. If you put it in a useful field of view, it cannot satisfy the geometric requirements of a square. Thus, it is not a square in perspective.
I know this is kind of a academic point, but I find it helpful to understand what I'm doing on a conceptual level to help guide me on a more practical level.
Patrick,
I worked hard to make sure that whatever would be the front corner of that cube would create such wonky VP's that it would never pass for a square, even if someone (Patrick Hynes for example) were to take it to task.
This was a big task, you took it, and you win the prize for finding claim exclusions with the skill of a top-notch attorney.
May your conceptual understanding lead to practical and surprising distortions.
If it’s not too much trouble, and have a moment sometime, can you show us how you reverse engineer the station point and fov from the drawing alone? I’ve never done it the other way around but I’ve always wanted to.
You did a lot to figure this out very commendable. I think it was purely happenstance that it was said not to be square when in reality it looks to be pretty close and you proved it could be a square but so large and distorted it doesn't look like one. I always think of the fact that even though it might satisfy the requirements of a square it may not look right. So I would change it to whatever will make it work size, distance, cone of vision whatever.
This is much ado about the simple effect of varying the distance between a stationary picture plane and a moveable station point. Incidentally, viewing a perspective from the station point that created it correctly foreshortens all distortions in the projected image, effectively making them invisible.
Marshall, thanks for this video explanation.
It helps me very much with the earlier Proximity section of Part 1.
The three room thumbnails are great.
Thanks
Help…t-the perspective exercises…they’re following me everywhere
(no, but jokes aside, this video was illuminating.)
If I understand things correctly, it’s all about the station point/viewer. If the cube’s near corner is 3 units away from the viewer because we are super close, and the far side is 6 units away, the far side is twice as far. So you get this huge difference and dramatic perspective. Near stuff is much closer and thus bigger, and far stuff is much further. When the object (e.g a sheet of paper) is very close, its left and right edges are far apart in your vision. Your eye has to look across a wide angle to see the whole sheet. That’s wide lens. It captures a huge angle of the world and squeezes it into the picture frame. VPs squeeze close together, corners jut out, objects near the camera are super big. The rays of the cone are extremely oblique which contributes to that distortion.
If the near corner is 300 units away and the far side is 301 units away, that difference is basically nothing. The cube looks flatter. And that’s telephoto? Which captures a narrow angle of the world and puts that narrow slice into the picture frame. Rays from the cone are quite straight and thus perspective is much less dramatic. I tried it by pointing fingers in front of my eyes, when I look at a window from far away my fingers are straight. But the closer I get the more I have to spread them creating an oblique angle/wide cone to capture the same window.
And in the example above you made the cube’s edge touch the picture plane so we can steal the size and then build the cube in the correct dimensions…!
You have put it in comprehensive terms, and the "fingers and paper" thing is good.
Also, the comparison of 3 vs 300 units away. David Chelsea made an analogy that if you're broke and find money on the street, it can make a difference. If you're rich, it may make no difference at all.
This is getting our heads around how, and why it works. All the many cubes we are drawing, at different proximities, is to get it into our practice.
Thanks for the thoughts Lin.
Ok. If I understand this correctly, obtuse become right angles (appear as perfect squares) in a close-up (When we are too close) and is the reverse with acutes, they become right angles when we are looking from afar (zoom-in). So the obtuse becomes more acute and vice-versa and the right angle is the middle point, the in-between in that process. Correct?
As for the close-up and far away squares, is the same logic for an endless corridor, the space around us seems more open than the space on the distance and as we go forward the space that looked compress opens up to reveal even more compress space at the distance that we couldn't see, and the new area around us becomes a mirror of the space we were before. That's why it never seems to end, is the same effect of been so far away the moon seems to follow you and you can never get close to the horizon line, is just as we perceive distance so we would just end up circling the planet. SO TAKE THAT FLAT EARTHERS!!
Did I straight away from the point of the lesson? Am I missing something?
You're not missing something, you're understanding it remarkably, but in such precise technical terms that it's hard to grasp it without several readings.
Now the antidote: sketch sketch sketch! That thumbnail that Daniel Cherng did of the three rooms is enough to get you going.
As you sketch any environment, place a square on a floor, wall, ceiling, anything that recedes, and you’ve pretty much placed the camera for a close, medium, or far effect.
That video clip above demonstrates if marvelously! Combine it with your academic description and we have the mystery mostly solved.
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