Professional Documents
Culture Documents
Illustrating Tech
Shadows
SHADOWS
Shadows give form and substance to all types of drawings, so they can hardly be overlooked in
any discussion of tech. There are two types of shadows: from a light bulb, or equivalent point
source, and from the sun.
The light bulb is a point source and radiates rays in every direction from a single point. Its
shadows are frequently much larger than the object itself.
The Sun (being larger than Earth) projects rays in parallel to each other. Its shadow is the same
size as the object (though our point of view in perspective may make it larger or smaller).
In the above diagram, bearing lines (the compass direction from which the light is coming from
are in blue, and all are parallel to the first one (arbitrary) that was drawn.
The ray lines in red, representing the height / angle of the sun, are also all parallel to the first
one drawn. The shadows are drawn using the same VPs as the object. Intersections indicate that
the line is going to change direction, as above. Note how a line from point 'B' on edge 'B' to 'C'
creates the first part of edge 'B's shadow; a line from 'D' to LVP finishes the shadow. Always
remember which exact edge or corner you are currently casting a shadow from!
Next we will discuss the more accurate method where neither the bearing line nor the ray lines
are parallel. Both the methods generate shadows that are believable, but this second method
approaches reality more successfully.
Note: With this method, if the sun is in Our next task is to draw a light vertical line from
front of us the sun ray VP is above the the sun bearing VP as shown. The higher the ray
horizon (HL), as below. VP point, the shorter the shadows coming for-
ward. The lower the ray VP point, the longer the
shadows will be. Just like long shadows from a
setting sun. The ray VP will always be dir-
ectly over or under the sun bearing (BVP).
On this page we will look at a situation with a few more complexities, where the sun is behind
us and a vertical form is casting a shadow on a sloping surface.
In order to fit this diagram on the page, it has become quite distorted (the VPs are too close to-
gether in relation to our objects size and location), but the methods are still the same.
Here with the sun behind us...the ray VP has moved below the HL, but still exactly beneath the
bearing VP. The intersection of a bearing line and a ray line still means a change in direction of
the line that defines the shadow. Pay attention to the edge that you are projecting a shadow from
and use its VP to draw it correctly to the next intersection. The new problem is the shadow of
the thin vertical object. It obediently follows the bearing line and vertically up the first face of
the object. In order to cast an accurate shadow (yes, you could fake it), we must extend one of
the sides of the slope until it intersects a vertical from the LVP. A line from the RVP through the
slope VP and on until it intersects a vertical from the bearing VP. Draw lines from this point to
the intersection with the red ray lines from the top of object 'C'. That's the only tricky part, and
you may be saying, I'll just fake it. In some future case it may be too important to fake!
We have seen mostly simple boxes which is necessary due to the exasperatingly new and confus-
ing nature of this important business of shadow casting. It is still confusing, but now we are
returning to tech. We will cast a shadow from a point source whose rays radiate from that single
point. The mech is in pseudo 2 point, as in section 1. To refresh, this means that the near sides
seems to go to an LVP, while the right sides of the mech seem to go to an RVP. In fact, they are
arbitrarily angled slightly up to the left and to the right...but are parallel...not converging!
The shadow is larger than the object! This is generally true with all point light sources. Green
lines are dropped to the appropriate ground line (VERY IMPORTANT) where they radiate from
the Seat of Light SL, also on the ground. When these radiating green lines intersect with a ray
line, it represents the end of a shadow from that point. As we connect these, a full shadow emer-
ges. The lack of two-point perspective greatly simplifies this operation. It is very believable,
nonetheless!
We return to boxes for a moment to start explaining approximate shadows. What I mean is that
in most cases an approximate shadow will suffice in design and illustration. It is important to
understand exactly how to technically describe an object's shadow in exquisite detail...but is
seldom either appreciated or necessary. With these simple forms, we will be fairly accurate. The
perspective is still a pseudo two-point perspective, since our VPs would be so far off the page
that I opted not to deal with it here, and stay fairly parallel. You will notice a slight convergence
in the bearing (green) lines, but for your exercise purposes, parallel will do to get the idea across.
Draw a green line from a base point on the moved structure...exact length not yet known.
Draw lines A, B, C and D, which will intersect with the original green line we dropped from the
structure's base. This intersection gives us the ground line (circled).
The blue lines shown describe the footprint of the structure on the ground. Note all lines drawn
are parallel to existing lines. Some additional points will be required...just drop them from the
structure vertically to the ground footprint. Bearing lines will be drawn from all new key ground
points.
Parallel bearing lines and ray lines (same angles as before), will intersect as before and the sha-
dow of the moved structure will be in its proper location once the intersections are connected
with lines. I have removed the bit of vertical convergence, present in the previous drawings, for
clarity here.
All these procedures will be the same in two-point perspective; save the convergence of lines
and a bit more time to execute.
We will now show some tech subjects, some of which are also floating and some not. In all cases
we will be dropping vertical green lines from only the most significant key points. Some will
have perspective (one-point only)...with bearing and rays converging to VPs, and some will be
pseudo perspective as before using parallel bearing and ray lines.
Some, no doubt, will accuse me of sloppy heresy regarding the RULES of perspective. I am a firm
believer in getting things done with the minimum of fuss, occasionally bending some rules in the
process. Most design presentation can be done in pseudo perspective with only a general shadow
representing the key points of the object. Shadows of wires and hoses and skin features are un-
needed.
Above is a Star Destroyer casting a no frills shadow on a plane surface. Verticals from key points
to the ground (arbitrary distance), along with green bearing lines radiate from a BVP on the
horizon line with red ray lines from an off-page RVP and directly over BVP.
Here are two aircraft. The top one is in casual two-point perspective with bent rules, e.g. parallel
bearing and ray lines. This was done to quickly get a simple plan of the aircraft on the ground
line without fuss. The second is one-point and imagined to be hovering with a simple aircraft
plan placed at the ground line with all bearing and ray lines parallel. You can trace a rough out-
line of the craft at its beltline. Slip it over so a key point you got distance to the ground from
(such as the nose tip) matches the point where that bearing and ray line intersect...and trace it
there.
In the top and the next two sketches, we are using pseudo perspective with parallel bearing and
ray lines from key points. The second sketch of the 'floater' there is quick two-point in use. The
VPs are in reach so are used, but the bearing and ray lines are parallel for speed of execution.
Only the most basic approximate shapes are represented on the ground...rectangles and the
minimum of straight-line shapes!
In these two sketches, we are using pseudo perspective with parallel bearing and ray lines from
key points. The upper sketch is a quick two-point with the VP on the right having some conver-
gence effect while the lines leading to the left are parallel, but all at a slight angle to the horizon-
tal. Only the most basic approximate shapes are represented on the ground...rectangles and the
minimum number of straight line shapes to simulate the legs and feet.