Wednesday, December 30, 2015

cool tips

cool tips
http://electricalice.tumblr.com/post/68701008868/10-typical-perspective-errors

6 comments:

  1. I studied perspective drawing as a child at the art museum. It is a precursor to the modeling I do today ;)

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  2. Gawd, I remember doing it high school for technical drawing, using T-squares and the like. These are good because they're particular to Manga Studio/ Clip Studio Paint, which I have.

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  3. Laura Ess When I studied it at the art museum yes we used straight edges but we always had to reference the perspective points rather than be drawn artistically (where most of the modeling mistakes are made). Then there are the other types like isometric, oblique, orthographic drawings, etc. that I consider when setting 3D viewer properties in different technologies. The 3D projection matters (avatar camera locations) when simulating realism.

    For the SL/OS viewers, the default cameras are wrong IMO - part of the reason I am working on my own viewer (which takes a lot of work LOL). I may do a recompile and branding of non-SL source code eventually but the various teams with those viewers in work are not ready for prime time yet.

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  4. Laura Ess But Escher does not provide a realistic representation ;) It is an artistic interpretation to bend the lines.

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  5. Perhaps, but really the standard style of perspective assumes a flat surface, when in fact we live in a world that isn't flat. It's an approximation that works better than most. This is a good, if dry, read on it:
    http://www.goodreads.com/book/show/221238.Perspective_for_Comic_Book_Artists

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