[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique


View post   

File: 71 KB, 650x365, redline.jpg [View same] [iqdb] [saucenao] [google]
4120735 No.4120735 [Reply] [Original]

So I'm trying to understand how to manipulate a person in a wide-angle lens perspective. Basically, like how Kim Jung Gi and Ramon Nunez draw. I understand how to plot a perspective grid for something that's standing straight up like a building and such, but I get lost as soon as you bend the figure and can't exactly figure out how to distort the body accordingly. I'm trying to go about it by just breaking things into boxes but not sure how to plot a box that angled in a different degree. Anyone got any advice? Or do I just plot a box standing straight up in perspective and basically carve the body in the box's perspective? Can't seem to find any information regarding this, or I'm just looking in the wrong places.

>> No.4120750

>>4120735
You draw the figure over and over again with the aid of perspective grids till you can free hand it, kim jung gi talent is his obsession and ability to retain images for a longer period.

>> No.4120752
File: 826 KB, 1920x1422, ramon-nunez-40597906-10213989968478202-1756694774284288000-o.jpg [View same] [iqdb] [saucenao] [google]
4120752

How do you find the VPs for something like this?

>> No.4120754
File: 76 KB, 500x366, file.jpg [View same] [iqdb] [saucenao] [google]
4120754

>>4120735
You stop taking a stiff analytical left-brained approach and eyeball it until it looks right

>> No.4120757

>>4120752
You can just make your own after reading scott’s how to draw book.

>> No.4120761

>>4120752
damn this is niiccee

>> No.4120769

>>4120752
You don't need to. I know for sure the artists/animators that drew this and >>4120735 free handed it. For fish eye it helps think about it like you're drawing a Google street view 360 image. Draw a big light circle over the canvas and follow the general direction of that. Use your intuition, perspective is easy.

>> No.4120771

>>4120735
draw over 3d generated grid, that way you can play around with different focal lengths and positions

>> No.4120787
File: 1.25 MB, 1090x714, Screenshot 2019-09-17 20.59.21.png [View same] [iqdb] [saucenao] [google]
4120787

>>4120750
Oh I agree, I'm trying to figure out how to plot the VPs properly for complex forms like this.

>>4120769
>>4120754

So am I overthinking it then? All you need to do is get the general sense of what you're going for and eyeball it like in this example?

>> No.4120799

>>4120787
Yes pretty much. It helps to skim through a perspective book to internalize the basics like the horizon line and how things far away become flattened but near become extreme and distorted. But past a certain point it becomes more effort than its worth. There's no point trying to find the vanishing point of everything or plotting full perspective grids unless you're some architect that needs everything to be millimeter precise. With more pencil mileage and practice your eyeballing perspective will naturally become more accurate

>> No.4120915

>>4120799
Fair enough, that makes a lot of sense. My sanity is saved for now lol. Thanks!

>> No.4120952
File: 468 KB, 872x721, 1B2B341E-7D23-4A9D-BA15-97F105E2E294.png [View same] [iqdb] [saucenao] [google]
4120952

>>4120915
U dont want to be like this guy

>> No.4120957

>>4120799
>some architect that needs everything to be millimeter precise.
I dont think even architects need to be millimeter precise, more like centimeter precises. millimeter precise sounds more like object design for something with moving parts or parts which need to combine somehow

>> No.4121074

>>4120735

learn the math behind it.

>> No.4121087

>>4120952
Lmao look at this dude

>> No.4121112

>>4120952
What the fuck

>> No.4121125
File: 734 KB, 1920x1080, fusion-360-assemblies-00.jpg [View same] [iqdb] [saucenao] [google]
4121125

>>4120957
no one hand sketches anymore

Every thing is done in 3D models, they're faster to produce, MUCH easier to edit, can be fit together and pulled apart, and animated.
Besides that, these programs can also produce part-drawing that are exactly precise and more accountable.

>> No.4121191

>>4120735
It's 99% eyeballing and experience. It's cartooning not engineering

>> No.4121194

>>4120952
And yet the end results appear distorted. Seems like construction is only useful up to a certain point and witth disciplined eyeballing and feeling you gain access to more powerful processes in your brain that can guesstimate complex turning of forms better than what you can achieve with construction. Makes me think of the latest draftsmen episode; drawing is a combination of feeling and logic.

>> No.4121243

Everyone talking big like they have already got there, but you can only eyeball after being able to understand it.

When you're still trying to understand it, a more analytical and careful approach will help you.

Nothing wrong with making this >>4120754 >>4120952 if you're doing it as a learning tool, not as part of your professional workflow.

For wacky shit, though, you have a lot of leeway.
Eyeballing the boxes' angles and drawing inside it is what I'd do. But make as many boxes as you can, breaking the subject in several parts so you're not stuck to a single point of reference.

Also this might give you some insights, mostly in the name of science:
https://www.youtube.com/watch?v=hBKyYpSQtVc

>> No.4121260

>>4120952
They might as well just sculpt instead

>> No.4121334

You model a block scene in Blender or whatever and draw on top. Work smart, not hard.