I've highlighted several areas where we can go through and discuss what you can do to strengthen your drawing. The key with perspective is understanding what can and can't be broken rules wise.
PVP means perceived vanishing point, which is an area where the eye and the artist incorrectly establish lines for buildings.
VP is of course vanishing point, where the linework should come from, and is directly connecting or (very important) perfectly parallel to other established VP points.
HZL is your horizon line, where the VP points start (which is pretty basic, and it looks like you already knew most this stuff)
Let's go through the points and talk about what is causing your piece to stutter with perspective.
A: This is the big fat issue right off the bat, you raise the street on the left side slightly from the horizon line, and wound up drawing several lines from a second horizon line that you didn't mean too.
B: As you'll notice from line B, on both sides, the angle for the streets don't match, and this is very very critical as they are the street lines where all your buildings and all other structures are drawing reference from. The degree of the angle they hit the vanishing point must be the the same no matter the angle! (this is a rule that can be bent, however, you were going for a full on building shot of the corner, so it's important to note)
C: The top of the sidewalk portion on the left is lifted, possibly because you were using the raised pvp you created on the left side, but your one on the right is smaller and more cozy. What is happening is you created two planes of height that the side exists one, because of the horizon line.
D: Continuing with the sidewalk, it's important to note that again the structure's angles must match perfectly, and meet if you were to draw a line from each side as a perfectly paired angle. It doesn't matter if it's 30 degrees or 45, but both sides must come from the proper vanishing point. This again, falls on the accidental creation of the PVP.
E: Your pillars are leaning slightly to the left, and not straight, this can cause you to incorrectly shift various portions to the affected side as well, and can be prevented by drawing a line down the center of a pillar, and X on the base, making sure it matches with your side walk lines (roughly as it's a circle base).
F. Same issue as E where your line work on the smoke stack is instead skewed slightly towards the right.
G.The inner path way is created too high, and should have a plane from the VP. If you trace from the left VP, along the bottom of the inside opening, it will create a smaller pathway, but a proper one. Note the line I have drawn for G is showing your line flow, not the corrected structure.
H: The bottom of the back pillar pushes out further than the foremost pillar, creating depth problems. This can be corrected by taking the time to draw a cube for the shape of the building, then making sure to add on architecture after the foundation is sound. Just like a real house, make sure you don't get hosed by bad floor plans!
I: There are three lines labeled as I. This is an issue with jutting of the building signs high up into the air, and not having the same plane as one another. This is a pretty easy to correct process. You must remember that your lines must be parallel to each other. This is where the VP comes into play. We're not going to draw from the vanishing point. We draw a line straight up from it, then create a line that is parallel to the lines below it. A lot of people get messed up assuming the VP has to be where lines are drawn from in a perspective drawing, and this is completely untrue. You can draw that line up past the point and use if for reference. Same thing works for below the HZL as well.
J. Very small thing, but it sticks out. The ball on top of the pillar is of separate size than the other ones, you'll notice it's actually shorter, as the foremost pillar ball one meets the building awning line with it's cap under the ball, but one in the back ground to the right touches the same line with the top of it's cap, and the one in the background to the left meets the same line in the middle of the ball. Again, draw that cube to start out with, and work with it.
You have a great concept for a location, but it was hindered, I hope this over all helps to strengthen your artwork, and if you have questions, contact me.
All in all, you're one of my favorite art guys, so I figure if I'm always eyeing your art, it's fair game to help you improve it.
PVP means perceived vanishing point, which is an area where the eye and the artist incorrectly establish lines for buildings.
VP is of course vanishing point, where the linework should come from, and is directly connecting or (very important) perfectly parallel to other established VP points.
HZL is your horizon line, where the VP points start (which is pretty basic, and it looks like you already knew most this stuff)
Let's go through the points and talk about what is causing your piece to stutter with perspective.
A: This is the big fat issue right off the bat, you raise the street on the left side slightly from the horizon line, and wound up drawing several lines from a second horizon line that you didn't mean too.
B: As you'll notice from line B, on both sides, the angle for the streets don't match, and this is very very critical as they are the street lines where all your buildings and all other structures are drawing reference from. The degree of the angle they hit the vanishing point must be the the same no matter the angle! (this is a rule that can be bent, however, you were going for a full on building shot of the corner, so it's important to note)
C: The top of the sidewalk portion on the left is lifted, possibly because you were using the raised pvp you created on the left side, but your one on the right is smaller and more cozy. What is happening is you created two planes of height that the side exists one, because of the horizon line.
D: Continuing with the sidewalk, it's important to note that again the structure's angles must match perfectly, and meet if you were to draw a line from each side as a perfectly paired angle. It doesn't matter if it's 30 degrees or 45, but both sides must come from the proper vanishing point. This again, falls on the accidental creation of the PVP.
E: Your pillars are leaning slightly to the left, and not straight, this can cause you to incorrectly shift various portions to the affected side as well, and can be prevented by drawing a line down the center of a pillar, and X on the base, making sure it matches with your side walk lines (roughly as it's a circle base).
F. Same issue as E where your line work on the smoke stack is instead skewed slightly towards the right.
G.The inner path way is created too high, and should have a plane from the VP. If you trace from the left VP, along the bottom of the inside opening, it will create a smaller pathway, but a proper one. Note the line I have drawn for G is showing your line flow, not the corrected structure.
H: The bottom of the back pillar pushes out further than the foremost pillar, creating depth problems. This can be corrected by taking the time to draw a cube for the shape of the building, then making sure to add on architecture after the foundation is sound. Just like a real house, make sure you don't get hosed by bad floor plans!
I: There are three lines labeled as I. This is an issue with jutting of the building signs high up into the air, and not having the same plane as one another. This is a pretty easy to correct process. You must remember that your lines must be parallel to each other. This is where the VP comes into play. We're not going to draw from the vanishing point. We draw a line straight up from it, then create a line that is parallel to the lines below it. A lot of people get messed up assuming the VP has to be where lines are drawn from in a perspective drawing, and this is completely untrue. You can draw that line up past the point and use if for reference. Same thing works for below the HZL as well.
J. Very small thing, but it sticks out. The ball on top of the pillar is of separate size than the other ones, you'll notice it's actually shorter, as the foremost pillar ball one meets the building awning line with it's cap under the ball, but one in the back ground to the right touches the same line with the top of it's cap, and the one in the background to the left meets the same line in the middle of the ball. Again, draw that cube to start out with, and work with it.
You have a great concept for a location, but it was hindered, I hope this over all helps to strengthen your artwork, and if you have questions, contact me.
All in all, you're one of my favorite art guys, so I figure if I'm always eyeing your art, it's fair game to help you improve it.
Category All / All
Species Unspecified / Any
Size 1000 x 1000px
File Size 523.9 kB
I do draw, and I do deal with various arts, but sometimes other people want their work critiqued, and I go in depth when people ask for help, so they can improve.
Most the stuff I slap on FA/DA is all back end sketches and doodles, all my commission work is sold with licensing rights, so it never hits the pages.
Most the stuff I slap on FA/DA is all back end sketches and doodles, all my commission work is sold with licensing rights, so it never hits the pages.
FA+

Comments