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Randy Pontillo
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17d
added comment inAssignment - Melted Pancakes with Philip Dimitriadis
Asked for help
I followed the same rules for both versions, but on the second picture it looks like i pushed them so hard that i created some kind of faux fish-eye or POV effect.
Is there a way to tell how far i can push things before they get into fish territory? Or is it a felt sense kind of thing?
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Ricen
17d
> Is there a way to tell how far i can push things before they get into fish territory? Or is it a felt sense kind of thing?
It comes down to the volume of space (left to right) you are trying to represent on the page. Are you drawing a narrow cone of vision or a wide cone. It is like trying to cram a fat guy in a little coat, things just have to curve to remain connected. At the extremes, you can no longer represent a straight stretch of space with straight lines and things have to bend to fit.
Maybe try opening a game(or app, like Zolly) that lets you play around with the field of view settings and play around with it a bit. That could help.
Guille Ibanez
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3mo
I recently purchased the 'Introduction to Figure Construction' course but haven't started it yet. Looking at this gesture course, it seems logical to complete this course first as there seems to be some overlap with the other one. Is that correct? Thank you!
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3mo
I spoke with Hampton! They are two separate skills that you could train in either order and you could start with either if you have a preference to learn one over the other first. From his words though:
"There's no right or wrong way to begin, however, I agree that starting with the Gesture course is the most logical approach."
I hope that helps!
Ricen
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3mo
Here is a breakdown of how concept artists and game designers can use 3D tools when working out ideas:
https://www.youtube.com/watch?v=fjakOuNer78
I just happened to watch this today and thought it fit well with this latest lesson.
Sandra Salem
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4mo
Asked for help
By the way in another note. I would love to see a video explaining the differences and nuances, and maybe a little bit of history on the other projections that were mentioned: axonometric, oblique, parallel, isometric, etc. Are there any rules to use one over another? I assume these all relate to technical drawing for engineering, product design, and arquitecture...still I think it would be a good knowledge for a well round education on Perspective to have. And who better than Marshal to enlighten us with a piece of drafting history?
I found this diagram on Wikipedia. It is useful as a quick guide.
https://en.wikipedia.org/wiki/Plan_(drawing)
CC license - https://commons.wikimedia.org/wiki/File:Graphical_projection_comparison.png
Ricen
•
4mo
Asked for help
For the life of me I couldn't keep from smudging the 2B/4B pencils with my triangle. Next time I may try my Isographs instead.
Tools used: T-square, 30/60 triangle, 2H, 2B, 4H, 4B, 0.3mm, 0.5mm mechanical pencils, electric eraser, and bond paper.
Ricen
•
5mo
Asked for help
You can get a ton of free high quality 3D asset scans from quixel.com to use for this memory game.
You'll need to make an unreal engine epic games account and snag them before 2025. Epic is going to put them behind a paywall after 2025 but if you "purchase" them now(for free) then you'll have them available to you forever.
This video shows you how to do it.
https://www.youtube.com/watch?v=i5-JZZA2wH4
There is also the base mesh:
https://www.thebasemesh.com/model-library