WEEK TWO-THREE: APPLIED PERSPECTIVE & EXERCISES
Now that we've covered the simple aspects of perspective, lets see it in action.
NUTS and BOLTS
The one thing I can share happily is the production of an environment and props. Over the course of 2-3 weeks, we will work on generating an image, designing the props and then illustrating it.
NO SLAPDASH approach! The objective is to produce a portfolio worthy image at the end of it all. So the more you put in, the more you get out of it.
DIssecting an enviromental painting
A environmental painting, has in its mainstay a composition of your choice. The objects within, we shall call props (they will be like actors and stage kit to make the whole process work believably)
Using a theme of a Jungle Ruin, let us break it down into some basic objectives:
So for any enviromental painting to work it needs:
- Level 1 Detail: These are basic shapes. eg. A range of mountains, with a bare tree in the foreground
- Values/Tonal Separation: Try to structure your image into 4 basic values
- Level 2 Detail: Foreground and midground elements (eg. Local trees, vines, mushrooms, lichen)
- Reference: Compile a selection of images onto a separate PSD of your subject matter.
BUT before we do any of the fun stuff, we'll need to apply what we've learn about perspective.
WEEK TWO: JUNGLE RUINS
For this week, I would like folks to do two things only.
- Collect a bunch of Jungle and Ruined reference and compile them into an image
- Produce 4-6 thumbnails (spend no more than 40 mins per thumbnail) in GREYSCALE only. Use only 1-2 point perspective.
Objectives and Rationale:
WHY USE REFERENCE
ArtFu sayz: Only fool fly to moon without proper study (of cheese) !
(translates to: If the moon was made of cheese, would one be able to eat it raw? Would you need to make special cheese suits to keep out punguent cheese odours or does it have a breathable atmosphere. IF the moon was made of cheese, is it safe to land? How would you design a suitable transpot to geet to the moon, How would you negotiate a sample of moon cheese from the Man in the moon? Is is safe to swim in the moon's ocean (known as the Lunar Maria)
- Reference: Collecting images of your subject matter, will provide you immediate unique visual data. Even if you are experienced, the visual data of different shapes and natural materials will constantly update (and ground) you in the believable or subject matter being painted. This is simple oldschool basics that is universal and applicable in any kind of painting methodology. Do it and add it into your working repetoire.
- Using Reference as a Visual Design: The second aspect of collecting your reference data, is to oganise it into a SPECIFIC visual design theme. A basic game/movie/animation will have available a visual design artist (or art director) to specify a visual design theme ranging from the look (60s styled theme), the feel (Noir? Hyperdellic pastel colours) and the flair (use of simple framing techniques, and ways of communicating a story)
WHY GREYSCALE THUMBNAILS
- Firstly, painting in greyscale helps focus the painter into the basics of composition, perspective, lighting and tonal value.
- In greyscale, you can seperate the image into 3-4 basic tones
- In greyscale, you can decide on a simple perspective - try to use either one to two point perspective
- In greyscale, you can focus on composition - Like arranging different props around a stage.
- Good composition, is all about mimicing. Like a good attentive listener, will try to mimic your action and words and mannerisms to be more like you. After some time, these become your friends, and sometimes over a long partnership, a mutal partner or spouse. When you take on elements of another person, you become more like them, by showing synchronicity (i.e a forming of a bondship - inherent in social groups)
- So a good mimmic in art translates to repeating and unified themes: Some props will echo one another, others wtill be in parrallel, like two lines vertically or horizontally suggest a parallel theme, perhaps they might form a great spiral to be more natural, or for the cubist, be rectangular from the background to the forground.
Have Fun!
Authors Note: Writing tutorials and teaching are exciting methods to pass on, hard won home-thruths and simple art basics (that they probably teach in a decent school of art) that I have learnt, people have taught, friends who have shared onto you, the reciepient. In this day and age of the digital media, the traditional setting of a local school classroom can be extended to a self directed, self taught, at your own pace and effort manner. I dont promise to say anything new, chances are all one needs to know are the basics and apply them very well. This online open class, is a direct extension of our free local art exchange/paint and teach "Nando's" session held in London. Mixed in with elements and experience of working at our Opus Artz studios. Hopefully with the sharing of art basics and production methods, you can too can become a basic artist.
ArtFu says: The Art to Art is good basics! (i.e All you need to cook/paint/draw/operate is a fine selection of raw ingredients, finely simmered and served in the good timing!)
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WEEK ONE: PERSPECTIVE
ArtFu sayz.....
Most beautiful and detailed painting worth cowsplat if rules of perspective not observed. Even if in dreamsequence....
The trans-ranting bit: As long as you want to make any image look good...be it a chick with guns, a naked chick with more guns....or a bunch of naked chicks in tanks, planes, robots with a bunch of lesbians frollicking through a plain hand in hand, and over muscled chicks (that look like men, act and dress like men but are genetically women but have undergone a gender reassignment) swarming over a hillock with guns, whilst a family of gophers look on. Cue - camera pan. One rule remains. Perspective.
For, without perspective. Objects near may seem far. Giants may look as tiny as snails. Hobbits may rear up to be giants. And naturally, everything that looks good looks phallic. Sad but true design fact. (try it out).
Character Assasination
So, if you desire your uber designed bodacious character to look like they're not standing limp in front of a green screen or cut and pasted onto a flat piece of landscape, the first thing we need to do is understand perspective.
Because, lets face it. Drawing and rending characters is easy.
Easy in the sense you can fake lighting. Fake form (3D applications of self photos do wonders for artists these days). fake skin tone (ever seen a blue skined green haired human? if so, and it looks real, its because its easy to fake). In fact, its relatively easy to Fake everything short of botoxing your celluloid image.
Now, try sticking your best character design into say a 2D line art or a photographed landscape. Chances are, the character skin, tone, and form looks all out of joint. It will 99.9999% look pasted on (even with the best selection edges cut out).
This is namely, due to the fact, the character will need volumetric form, shadow, lighting and colour relative to the atmosphere it's stuck in.
Perspective Summarised
Basically, in a Three dimensional world, there are up to three main axis XYZ, which tend to leave 3 main vanishing points (VP).
- One Point Perspective
- Two Point Perspective
- Three Point Perspective
Thus, a One Point Perspective (1PP) - will have one vanishing point (VP1), and so forth eg. 2PP has 2 VPs, etc
Examples

NB: Once you have to plot more than 2 vanishing points, this means the image will most likely be very complex or follow a three point perspective (multi point perspective). This is because, although there are up to three vanishing points, you will observe that there could be 6 vanishing points. OR, an infinite amount of vanishing point for each object spinning on its own axis eg. an explosion of shrapnel. Nevertheless, for complex scenery. Simplify and Keep it simple (stupid) KISS rules are best observed and work well.
The QUEST: 01
Please go out at find:
- Further explanation about perspective (one, two , three point perspective)
- Read about the HORIZON line
- Read about the VANISHING POINT
- Gather one to two examples of each perspective type, and draw/paint lines from each vanishing point
- Use any (drawn) image or photo to represent this purpose
