The
objective was, in two hours, to complete a perspective drawing of an area in
the university.
I
think I actually managed ok, sure, it's not the best perspective drawing I've
ever seen but it's certainly not the worst.
The
thing I struggled with most was doubting my own abilities to do it, but once I
got started it wasn't as impossible as I thought it was going to be.
My
biggest weakness, which is something I aim to improve on, was drawing curves in
this strict perspective grid. As you can see the curves on the top of the door
and on the lights overhead look a bit wonky. Also. I avoided doing the table
legs because they were at a very strange angle so I just drew them straight
instead, rather than challenging myself to do something more difficult.
The thing I aimed to get better at, drawing curves in perspective, I think I achieved.
The curves on the lights and above the door actually fit much
better into the grid on this second drawing. So I have improved be recognising
the mistakes I made before.
Despite this, I don't think I will continue drawing in this way. Trying
to apply perspective to a drawing by starting with a grid, and then figuring
out where things need to go in that "grid", to me seems counter-intuitive
to creativity. This makes it very difficult for me to draw because I'm focusing
too hard on it looking right in the grid. Adam Duff suggests that it might be
better to in fact, to start with your own drawing, and then apply perspective
afterwards to an already figured out composition. He says not to worry about
perspective until you're finalising a piece and that way of working sits much
better with me.
In most cases also, unless I'm doing vehicle design, mech design
or an elaborate cityscape, I don't think I'm going to have to worry about 3
point perspective too much. I think 3rd point perspective can be very often
abused. From a narrative perspective, and certainly from a character design
perspective. 3 Point perspective is too dramatic to be necessary. 1 or 2 point
is enough to get you going where you need to go.
0 comments:
Post a Comment