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Nsio — Nsio Explains: Distortion in Perspective

#3d #depth #distortion #explains #perspective #tutorial #nsio
Published: 2015-10-26 22:41:41 +0000 UTC; Views: 173201; Favourites: 4266; Downloads: 5020
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Description It's been a while from my last tutorial. This is 14th in my "Nsio Explains" tutorial series. I'll be talking about perspective once again, because I'm not entirely satisfied in my perspective tutorial. I tried to explain it in a way I'm not really understanding it.

Unlearning misconceptions
Honestly speaking, I was (and still am) really bad at constructing perspective. I was using the system, but I didn't understand how it worked. I was using it because I was told that's how you should do it. Since I didn't understand it properly, I kept using it in wrong way and not realizing the issues. I trusted the system too much.

When I see perspective artist, I feel that most people have exactly the same issue I did: not really understanding how to work with perspective system. Another big mistake is to avoid doing perspective altogether. It's hard that's for sure, but the concept is actually really simple. Once you understand perspective, things start to make a lot of sense. It's like a snowball rolling downhill, the amount of things you can understand increases exponentially. That happened on my case at least as I'm basing most of my understanding on perspective and perception.

It wasn't until I got to study architecture at the university that I realized how perspective works. We had a lesson or two about perspective, but it was exact the same stuff I had been told already. I understood perspective while I was making 3D CAD models. I could orbit around the 3D models and I quickly realized the significance of the eye-level and the placement of the vanishing points and how the guidelines work from there.

When I was doing final renderings of my models I learned something rather annoying. All my visualizations had very unnatural perspective. For long I was trying to find the reason as to why they look so unnatural until I found out the problem. Perspective system doesn't take eye movement in account. That said, all lines are perfectly straight in constructed (or computer generated) perspective because the camera is static. You simply can't see the floor under you if you are looking at the wall in front of you. However, if you orbit around the model, everything looks very natural.

This is the reason that made me "abandon" constructed perspective and trust more on my perception instead.

The horizon line
The horizon in perspective is quite interesting thing. It's infinitely far away and everything you see recede towards it. The horizon isn't only in front of you, it's all around you. Thus you can consider that horizon line is actually a circle and you are in the middle of it. That's right, you as the beholder are the center point of whole perspective system, because it's your point of view that affects the perspective you perceive. In art, you determine where the beholder  is so that the viewers can then see what the beholder sees. I call this "global perspective".



Why is horizon horizontal? That may sound stupid question, but it's not a coincidence to call it horizon. Horizon is horizontal because everything we see are somehow connected to the common reference plane, that happens to be the ground. We are all subject to gravitation that pulls us towards the center of the Earth. Although the Earth isn't flat as a pancake (dun dun duun!) it's safe to simplify it as a flat plane in most cases. That's what classical perspective system does and it gets the job done decently.

Btw, there is vertical "horizon" as well. It works just like a horizontal horizon, but it's vertical. It's not that common though, because it's usually more important to show what happens on our eye-level than high above or below it.

The vanishing points are always located on the horizon (also on the vertical one). But where are they exactly? How can you tell where they should be?

It's pretty simple actually. In 3D there are three dimensions: width, height and depth. Imagine three axes, X, Y and Z representing these directions. There is one vanishing point at both ends of each axis, which makes 6 vanishing points in total. That's only the start though.

A cube is very common 3D object. Each of the faces are perpendicular to it's respective axis, so if you look at one face directly in front of you, you are looking straight at the vanishing point related to that particular face. The faces on the left, right, above and below recede towards that vanishing point. However, that's only because you are looking there. In reality, the cube isn't receding anywhere.  It's just because of your vision that the cube will recede towards that vanishing point. If you turn and look another face, say, the face that was on the left, you are looking directly at another vanishing point. It works just like the first one, but it's not the same vanishing point. if you turn 180 degrees, you will be looking at the vanishing points at the other end of the respective axis. That vanishing point is there even when you aren't looking at it. That said, the sixth vanishing point is behind you and you can only see it if you turn to towards it. It's no longer behind you then though. In other words, you can never see the vanishing point behind you.

So, the vanishing points are related to your point of view and also on the object you are looking at. You aren't always looking straight on the front face of the cube. While all objects have their own set of vanishing points, most of the time they are tied on the ground plane, so it's relatively easy to place their vanishing points on the horizon(s). That's why classical perspective works so well. You just assume that all objects you are drawing (a street view with buildings on both sides for example) are all in the same orientation. Sometimes the objects aren't tied to global perspective and its horizon at all. Think about a dice you throw. While it's whirling in air, it has no constraints at all.

Unwrapping 3D
There is (at least) one major problem with classical perspective, or at least I find it very disturbing. The view point is static and, depending on situation, makes the perspective feel rather lifeless and unnatural. This has to do with limitations of the perspective system. Constructed perspective works well as long as you stay within the boundaries it works on.

The first limitation is that you can never really see more than one vanishing point. That's because the other vanishing points are well beyond your field of vision. Let's take the vanishing point on the left for example. It's on your left side and you can't see it unless you turn towards it. In classical perspective, that's not allowed. Let me demonstrate why. (see the deviation for picture examples)

Let's have a very simple room with 4 walls, a floor and a ceiling. The beholder is in the middle of the room. She is looking at wall one and her ultimate goal is to look directly at the wall 2 without moving her eyes. In other words, she has to see both of the faces directly from the front at the same time.

In one point perspective, you have only one vanishing point in front of you, no more. All horizontal and vertical lines are parallel. Now, everything is fine as long as you won't try to find the vanishing point on your left side, in other words, you don't try to see the wall on the left. If you extend the view to left, you will quickly see the problem with one point perspective. The room become excessively deep and the wall becomes skewed. Remember, you can never see more than is within your field of vision, so if you keep going, everything will look skewed. In one point perspective, you can't find other vanishing points.

In two point perspective, you now have the chances because now there is one vanishing point on the left. However you can't see both vanishing points at the same time. It's not possible, because you can't see both front and side face of a cube directly from the front at the same time. You can try to fake it by locating the vanishing points really far away on a canvas, so far that your lines are almost parallel. However, your drawing will get horribly skewed without you even realizing it. If you place both vanishing points within the canvas, you're screwed. If you have two vanishing points visible, you can't go beyond than that without breaking the system. In fact, the system is already pretty much broken if both vanishing points are visible and it shows as excessive depth.

I haven't discussed third vanishing point in the example, because it's basically the same as the one on the left, besides it's above or below the beholder. It won't help the beholder in her quest of seeing the wall 2 from the front.

The moment we introduce fourth vanishing point, we are moving beyond the field of classical perspective. At this point there are no straight lines anymore and it's really not possible to construct such perspective with straight ruler. The guidelines become arcs. So the only way to show both walls 1 and 2, you need separate frames for them.

So the problem is that on a flat canvas, you can never show what really is on the left side of the beholder. That's the limit of 2D. In order to show the second wall, you will need to apply perspective distortion that mimics eye movement. It's an illusion which works quite well. Panorama pictures are excellent examples of this. www.fortlauderdaleobserver.com… this is my favorite panorama example. The road is straight, no matter how you brains try to tell you that it's arcing.

The reason that the example 4. in my tutorial looks weird is the fact that you normally can't see that much. When you move your eyes or turn your head, you won't even notice such distortion taking place. Your brains don't need that information. When you are presented such "unwrapped" perspective, your brains won't understand it naturally. However, if you re-wrap the perspective, you can see that it forms that familiar 3D illusion. I applied mesh transformation in Clip Studio Paint to reconstruct the unwrapped view.

Applying distortion
Distorted perspective can't show everything, but it can show more than classical perspective with straight guidelines. It's possible to draw 6-point perspective which includes the vanishing point behind the beholder, but it's not possible to draw it without discontinuity in some areas. www.termespheres.com/images/pe… here is an example of such perspective. You need two 5-point perspectives to pull it off.

Fortunately, in most cases you don't need to show anything that's behind the beholder though.

Distorted perspective isn't easy to construct. But what's great about art is that it doesn't have to be perfectly executed in order to be convincing and believable. Careful amount of distortion really makes the difference. Although I mind the perspective system, I hardly ever really construct it. I want to trust my intuition and perception. I'm fairly good at figuring out the relationship between the beholder and the objects she sees, but I'm not perfect either. You can see an example about few imperfections in one of my example pictures.

TL;DR This tutorial was fun to compile because I had to make some studies about perspective. My goal was to tie my understanding to what I've been taught and this was excellent practice for that.

Nsio of the Hermit Mystics
Related content
Comments: 94

bejo8888888 [2022-06-13 12:12:50 +0000 UTC]

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ploopieflooper [2021-07-30 17:33:51 +0000 UTC]

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nasshu31 [2021-05-05 10:01:15 +0000 UTC]

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RENNYMEEL [2020-09-14 09:14:28 +0000 UTC]

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PatternSeeker86 [2020-03-27 22:16:20 +0000 UTC]

Delightful. Thanks for sharing your beautiful work. 

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SCBart [2018-08-20 09:55:50 +0000 UTC]

your tutorials are great!

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ashbasher22 [2017-11-04 16:52:07 +0000 UTC]

Looks great. Good way for cartoonists to learn about interesting perspectives and shots.

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FantasyRebirth96 [2017-09-05 14:48:10 +0000 UTC]

Sorta kinda confused on this still. Maybe I should re read this. But I'll give practicing some perspective shoots a try and do my best to grasp the idea of it.

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yezzzsir [2016-10-31 09:04:41 +0000 UTC]

Great job on this. Thanks for taking the time to put it together.

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askoldnemirov [2016-10-02 18:32:59 +0000 UTC]

broke my brain a bit, but got it! Thanks for your work! Would really like to buy your book, if u will ever write one! 

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waltervan00 [2016-09-15 12:36:48 +0000 UTC]

Yo, great eye-opening perspective discussion. Upon reading it, I immediately wanted to try and do it myself.
And, only naturally, questions arise.

The orientation and placement of the beholder was really well explained. However, when it came to the objects with the scene, I find it a little hard to apply the logic to it. Say, you are looking at a cube from a 2-point perspective base, how will the guidelines bend and distort? I tried to identify the plane of a wall seen from an oblique angle and trying to apply distortion from it. It was stuck on whether the guidelines would bend up or down (making the wall bulge in, out, or warp around the image). If my question didn't make quite any sense, then I would happily link a crude diagram of my issue. (this applies to ground planes as well).

Another question I have is about you demonstration of wrapping up a panorama into what I assume is 4 Point perspective. I sometimes wonder whether that scenario could just be done in a 1 Point perspective. Also, about the demonstration with the worm's eye view of the room, may I ask why the guidelines are bent as such? Looking from the other examples, it could be related to the beholder's height in the scene.

I do understand that there are six vanishing points and distortion could be used to bring more life to the straight and stiff perspective scenarios. (which sounds very rewarding).

Cheers. I look forward to seeing you reply, once you have the free time to do so, of course.

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Nsio In reply to waltervan00 [2016-09-17 07:41:24 +0000 UTC]

Note that in 2 point perspective, there are only 2 vanishing points and no more. Thus, you cannot distort the guidelines, because there are no other vanishing points for them. If you apply distortion here, it´s no longer 2 point perspective, because the distortion suggests that the beholder is turning her eyes and, as a result, revealing the influence of other vanishing points.

You can check how things distort in perspective by holding something (like a book) close to your eyes and then watch what happens in your peripheral vision. The larger the object is, the easier it is to see the distortion. Basically the closest part of the objects seems to buldge towards you, while the edges seem to bend away from you.

No, the panorama view cannot be done with 1 point perspective. If you don´t acknowledge the other vanishing points on the left and right (or sometimes behind you) and keep the lines straight, you get the effect as seen on the first example of "unwrapping 3D" part. If you force things into 1 point perspective but apply distortion, then it´s no longer 1 points perspective, and it may not be consructed correctly if you don´t know how the others vanishing points affects the view.

The room looks distorted because you normally wouldnçt see the scene like that. Your brain will treat the lines straight, it doesn´t need to know that the view is actually bending. The height of the eye level on that scene only makes the distortion above more pronounced, because the ceiling is farther away from the eye level. As I said before, try seeing what´s going on in your peripheral vision, and you ought to see the bending.

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Tsiternish [2016-08-08 22:18:29 +0000 UTC]

I saw that effect the most clear when I got myself the new glasses. They made my vision sort of... closer to what you get with the wide-angle lens. When I first wore them, I realised that what I was taught about perspective was not completely valid. But I guess the job of an art teacher (or any teacher, perhaps) is to teach students basic things and shortcuts and encourage them to explore the more advanced material on their own.

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merser24 [2016-07-31 06:53:21 +0000 UTC]

Wait so is this stuff supposed to be for everything? or drawings with distortion applied? First slide got me confused lol. 

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Nsio In reply to merser24 [2016-07-31 11:35:13 +0000 UTC]

Basically, it's supposed to be for everything, if the goal is to achieve real and natural perspective. However, in many cases the distortion is so insignificant it can be ignored. Sometimes the effect isn't desirable at all.

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AoiKen [2016-07-30 12:59:55 +0000 UTC]

this is very very hard for me to understand.... sigh... I can never be able to understand this...

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AsjJohnson [2016-07-13 04:18:31 +0000 UTC]

I have noticed that curve kind'a thing before, like when you look at a tile floor, and follow it to where you're standing, and behind you, where the vanishing point's at both ends. But I wasn't really sure how to incorporate it in drawings, and in the past I've often done that building/cube you have as the first, wrong, example.
It's nice that someone else has noticed that type of thing. (...haven't looked at the whole tutorial yet, but I'll get back to it when I have time. I thought I'd mention this now)

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Nsio In reply to AsjJohnson [2016-07-13 11:52:27 +0000 UTC]

Yes, that's just the effect, on a tile floor it's very evident

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AsjJohnson In reply to Nsio [2016-07-13 15:05:58 +0000 UTC]

yeah, tile floors, and also tile(ish?) ceilings. Probably ceilings more so. Then, there's also the issue with cameras, where if you take a photo in a small bedroom, all the walls are bowed. Or that panorama example you have (those can turn out not-quite-right with cameras, maybe partly because of the other vanishing point).
It seems like having the slight arcs in pictures can really help make them look more real or organic. I noticed that even in that little building example where you do it both ways. It might make the difference between a cityscape or inside of a building that looks grid-like and harsh, and one that looks 'right' and more inviting.
...but, I wonder why no one's come up with a better perspective theory before. I could tell something was a little off about it for a long time, but there didn't seem to be anything about it academically. I suppose it would've been harder to tell before cameras were invented, though. Or maybe the perspective lines were always meant to just be a rough guide instead of taken literally.

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Nsio In reply to AsjJohnson [2016-07-13 16:39:03 +0000 UTC]

The current theory of perspective just works so well and it's easy to construct. Since all lines are straight, it's easy to draw everything with a ruler, it's easy to set useful reference points and place the elements in perspective. When there are no straight lines, the benefits of perspective grids are lost. The perspective changes all the time so you can't use any ruler or define useful guidelines. From there on it's just about making decent guesses.

Anyway, the current theory isn't wrong by all means. It's just simplified and designed to work in certain situations where minor distortions don't really matter. The rules are the same with "real" perspective, it's just that the beholder acts more like a static camera with limited field of vision. All in all, perspective is just a tool and theory to simplify the reality and art is all about making convincing illusions, so it's not that important to follow everything literally (as long as the artist understand what she is doing).

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BonOreki [2016-06-01 00:21:59 +0000 UTC]

You should change your name you humble intelligent organism lol

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poodlelover162 [2016-05-17 02:28:20 +0000 UTC]

Me: - prints this out - grabs hilighter - starts to take notes -

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globalartfc [2016-05-01 13:21:13 +0000 UTC]

Nsio, am enjoying your tutorials and learning as well. These are very helpful. Especially the one on perspective answered questions that I have always had in mind. Still more to go as I practice. Also like your name ( NSIO : Not So Intelligent Organism ). Helps me remember as sometimes I do not remember if it was NSOI or NSIO... when I search for you on google/deviantart.

Contrary to your forte, I have never drawn females ! Hoping to learn with the help of your tutorials

Thank you again!

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Holydiver79 [2016-04-23 12:00:58 +0000 UTC]

Thank you thank you ♡
Love your Nsio Explains. Great tutorials!

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dreama-draws [2016-04-09 16:22:57 +0000 UTC]

any books you recommend? 

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Nsio In reply to dreama-draws [2016-04-10 17:15:30 +0000 UTC]

Not on this subject but "Making Comics" by Scott McCloud is pretty awesome book. Although it's aimed for comic artists, many things in it can be applied on any field of art.

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birdarmyspy [2016-03-15 12:31:22 +0000 UTC]

Hey was wondering how to you determine which way the distortion guides bend? For the two examples on the right the distortion lines coming towards the viewer above the horizon bend in opposite directions. Why is this?

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Nsio In reply to birdarmyspy [2016-03-15 15:38:27 +0000 UTC]

Very good question,  I recall I wondered the same thing as you do now. The top right example (my profile pic) is actually faulty by the rules I presented. There the distortion is more about dynamism rather than distortion of perspective caused by eye movement. I think I wanted to "curl" the scene around the focus point for the sake of composition, but honestly I'm not sure what I was thinking when I drew that.

Another explanation could be that the eyes of the beholder move sideways along a linear path. So if you look at the vanishing point, the edge of the table is on the left. Once you look at the intersection of the table and canvas edge, your eyes has moved to the left. So the viewpoint slightly changes depending on which area you are looking at. It sounds weird and I don't think that was my original goal when I drew this.

So as a general rule, if you have a vanishing point in front of you (as you do), the guidelines bend away from you once you start moving your eyes around.

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Musou-Enrai [2016-02-17 22:31:19 +0000 UTC]

b/a = c/d
Is this really true? For a specific pose the bottom part from the horizon down is equal no matter the depth? a=c?

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Nsio In reply to Musou-Enrai [2016-02-18 06:08:31 +0000 UTC]

As long as the character height remains the same, the horizon cross the body at the same location, so yes, b/a = c/d. No matter how far the character is, she will still be human sized so c=b and d=a -> b/a = b/a. The height is only visually different in 2D. If you could measure the b and c or a and d, you would confirm them different (you just can't take in account the depth in your measures). The proportional relationship between the measures are still equal. Just like 8/4 = 4/2 = 2/1.

a isn't equal to c. This would be the case only if the horizon cross the body exactly from the middle, so a=b=c=d. 1=1=1=1. Of course, in 2D the measures are still not equal, just like in the case above.

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Musou-Enrai In reply to Nsio [2016-02-18 14:30:31 +0000 UTC]

Interesting. I've never noticed that relation to propotions in terms of perspective.
And I made a mistake in my comment(a=c). I meant a=d(it doesn't really matter if it's the top or bottom part, come to think of it). But you explained everything already - it's about proportional equality.  Thanks! 

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Nsio In reply to Musou-Enrai [2016-02-18 19:58:43 +0000 UTC]

I figured that a=c was accidental, it felt too blatantly wrong .

I was only told the fact that the horizon crosses the body at the same place regardless the distance, but I figured out the proportional relevance myself. It's basically just another way to explain this phenomenon, but since I prefer working with proportions and scales, it suits my thought process better. I guess I understand why they say that mathematics is so beautiful system .

We are very good at recognizing the perspective and spontaneously see errors, especially if we see human figure in perspective. For example, see this image is13.snstatic.fi/img/978/14513… . This happens when you draw human figure equal in height from two dimensional point of view. It's clear though that in the context, it's wrong. The figure on the left looks larger than on the right, but they are actually equal in size in 2D. We naturally compare the subject to the environmental cues such as storey height and the width of the road. If you need to draw whole perspective yourself, it's easier to make mistakes because you don't have rigid visual cues (unless you know how to use perspective guidelines).

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Musou-Enrai In reply to Nsio [2016-02-18 22:36:33 +0000 UTC]

Oooh! This is terrible! But a fine example. I see what you mean.
I've found for myself that when I draw some perspective guidelines(horizon and lines from both ends that form a box for the character), the drawing turns out rather fine. Because I see how the figure sits in perspective and what parts of the body what directions are facing. But all that works when I don't mess up the guidelines and I manage to nail the figure somehow. 
And when I draw just a figure without perspective guidelines, it turns out crappy 80% of the time. I guess with time and practice, artists get better and they know where the guides are and don't need to explicitly draw them. I remember seeing an artist drawing Chun-Li. He started with clean lines from the get-go. Almost no guides(if any at all). Damn...

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MinatoLikesSmoothies [2016-02-13 00:40:56 +0000 UTC]

Very helpful. I didn't think of the lines bending like this, but I agree, the straight lines always seem too organized to be how people really see the world.

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RoseJewel21 [2016-02-10 22:11:58 +0000 UTC]

This seems useful. I hope this will help me.

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yuhsaku [2016-02-10 14:44:57 +0000 UTC]

Nice explanation on the distortion.  There are several instances that perspectives needs to be better that we usually do and it gives that feel on how perceive it with our eyes.

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TriadischArt [2015-12-17 06:53:06 +0000 UTC]

another bad ass tutorial niso!. thanks so much!

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mayodha [2015-12-08 17:14:28 +0000 UTC]

Your Tutorials are the best ...helps a lot.. 

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Howso-ARTlee [2015-12-01 05:16:49 +0000 UTC]

  somehow I knew this subconsciously after trying to make my own perspective,  and constructing spheres inside out. I just never knew why i knew.

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Nsio In reply to Howso-ARTlee [2015-12-01 14:04:03 +0000 UTC]

That's how it is. Probably most people understand perspective in this way (subconsciously), but we are taught it differently. We cling to the thought "this is how I was taught, my own views must be wrong".

in order to become truly a great artist, one has to understand why there are rules and when it's okay to break them and devise your own. We are taught classical perspective because it's more useful tool in constructing perspective. I prefer slightly distorted perspective because it takes eye movement in account.

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WhysoGurin [2015-11-30 22:16:59 +0000 UTC]

Great explanation! and you actually pointed out what most frustrates me.. thanks for this great tutorial bro... 

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Emperor-Koto [2015-11-18 20:26:22 +0000 UTC]

I've never even *heard* of this concept... Thanks so much for taking the time to create and share this!

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Nsio In reply to Emperor-Koto [2015-11-18 20:47:46 +0000 UTC]

No one teaches this because it's not "useful". Classical perspective is useful because it can be constructed "easilly" unlike this kind of perspective. However, I find that understanding this concept is important in order to even understanding classical perspective. I'm talking from personal experience

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Dunklen [2015-11-11 17:36:14 +0000 UTC]

Goodness Gracious! this is one of the most complete tutorials about perspective i have ever read!
I have always had problems with perspective, maybe i should try to trust my instinct more.
Thank you very much for making this tutorial.

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Utrilus [2015-11-06 21:14:44 +0000 UTC]

Just as I was about to give up on looking for information on curvilinear perspective. A thought occurred. There is one person who knows EVERYTHING, and makes totorials.

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darkdoogy [2015-11-06 13:11:57 +0000 UTC]

Did you ever thought about becoming teacher?Maybe you think you are too young for it,and its probably true,but what about in 15-20 years for example?

I really think it will be a loss for humanity if you don't become a teacher in your old days,especially considering how some oldies are just bad at teaching drawing while you give nice and neat tips at a so very young age.

Anyways,your tutorial is very helpful for me as always.I have never seen any tutorial like this about that kind of distorted perspective,you are really the first one to show something like that,some may said I didn't searched enough,but I'm mostly using Loomis,some random book/tutorial on web in order to learn drawing and I don't remember seeing anything like that.Thanks for everything.

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Nsio In reply to darkdoogy [2015-11-06 16:00:26 +0000 UTC]

I like explaining things but I haven't considered becoming a real teacher. I do these tutorials for practicing purposes. I never really "study" these things properly, so I try to explain these things to myself and while I'm at it, I might as well share these with others

The way most people teach is the way how things should be done. For example with perspective, the reason we are taught classical perspective is that the system is truly useful. However, normal people don't usually understand the system that way and it makes it hard to understand.

That said, the way I draw perspective doesn't make it any easier to construct unlike classical perspective. However, it's part of larger scale understanding about everything, which will help understanding many other things

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Blirtt [2015-11-03 04:27:34 +0000 UTC]

yassss, finally someone gets it 0_0' Its actually impossible to draw something that covers a persons full range of vision such as a background with out curves, well acurately atleast.

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everWinter [2015-11-02 09:54:47 +0000 UTC]

Thanks for the in depth explanation, I had not considered that before.

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parameciumkid [2015-11-01 04:12:51 +0000 UTC]

Make your art better with SCIENCE!

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