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/ic/ - Artwork/Critique

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>> No.6248210 [View]
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6248210

>>6248173
> rotate a cube
just practice it - refer to the middle of this Krenz slide, you can ignore the bits about placing a figure inside the box. I think DaB's challenge is only good for learning how to approximate the convergence of lines accurately, it doesn't really help with visualizing forms turning in space - Vilppu is actually exceptional for this but still assumes a fundamental you should be able to draw a box.

> neither of those books would teach me to animate a cube
same thing with spheres and ellipsis, they just kind of assume you have grinded them somewhat and any deficiencies will improve as you continue. If you haven't grinded them then you should start.

>> No.6142869 [View]
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>> No.4859142 [View]
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4859142

>>4859122
learn to draw boxes and cylinders in perspective

>> No.4384227 [View]
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4384227

>>4383540
i don't have a link but it's basically pic related. you can probably find it online somewhere if you search the filename. it was good practice for me to draw the grid of cubes, and eventually other objects in that set of angles

>> No.4269248 [View]
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>> No.4250223 [View]
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4250223

>>4250218

>> No.4247689 [View]
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>> No.3882792 [View]
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3882792

>>3882783
That's a personal study from krenz, it's on his deviant art. His lectures and gumroad don't cover fish eye as far as i know. Looks cool anyway right
>>3882784
i'm not deleting the file, so it's possible i guess. Thanks anyways dude

>> No.3820444 [View]
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3820444

I am trying to understand what did he meant here but just cant.
From my point of view it looks like he is projecting 2D box drawn above the camera and then extrudes 3D from the lines showing edges.

My issue with that is that I just cant understand how it does apply to boxes tilted and rotate simultaneously.
How can I use this method to get accurate box in perspective, the way I see it now its just winging it because there is a horizon in picture and everything must be build around this horizon line.
If you use this method it will make every box have its own not only horizon line but also FOV (vanishing point distance) and focal point.

How can I use this method to get accurate boxes in perspective consistent with just about everything else in picture?
Please help a brainlet, I just cant wrap my mind around the concept.

>> No.3809757 [View]
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3809757

>>3809756
More

>> No.3768712 [View]
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>>3768711

>> No.3423769 [View]
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3423769

>>3423591
I got it from the krenz tutorial.

>> No.3300835 [View]
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3300835

>>3300280
you might as well post the next parts as well

>> No.3102232 [View]
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>> No.3042189 [View]
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3042189

Receding means it is extending away from the viewer into space. (this should be what is kept in mind whenever your vertical lines look like this \ | / instead of this | | |. )

if they look like this | | | that means you wont see the top or bottom, period.

If your verticles look like this \ | / you will see it's top

If they're like this / | \ it either means you are standing at it's base and it's a huge object, or you are underneath it as it recedes into space away from you above you.
This image might help a little bit

>> No.2995147 [View]
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>>2995146

>> No.2956318 [View]
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>>2956317
3/3

>> No.2931380 [View]
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>> No.2929348 [View]
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>> No.2927444 [View]
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>>2927443

>> No.2894334 [View]
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>>2894325

I'm sorry for shilling the guy, but really in the spare time look through the stuff sinix has. He has sound, personal advice about the design and art and his background is something average /ic/ dweller can relate to. And if you look at his sketchbook, he started relatively late and was a fucking Narutofag dweeb of worst kind - but he started improving by copying and experimenting a lot.

>> No.2876921 [View]
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2876921

>>2876717
Krenz points out proportions of how much each plane of a cube is visible (with a relatively non-distorted cube, his observations dont work as well with wierd lens effects), for specific angles.

>> No.2750983 [View]
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>>2750982

>> No.2747139 [View]
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2747139

>>2747137

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