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MASTER CLASS PROGRAM

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).

Objects and their shadows are, of course,


drawn using the same VPs and horizons.

The sun's rays and resulting shadows,


(not true for bulb light sources) can be
represented in what is called the Parallel
Method (which is easier to execute) than
a second method where things are no
longer parallel.

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!

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 1
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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).

As before, intersections between bearing lines and


ray lines will signify the end of a shadow from a
specific point and a direction change. On the right
cube you will see a bearing line from the far
ground corner intersecting with the ray line from
the top rear corner. This intersection means a
change in direction. Note that the line from there
forward is radiating from the RVP (the top right
edge is casting this shadow line); always note
what point or edge is creating the shadow line you
are drawing, and the line changes direction again
when it intersects the ray line from the top near
The objects are drawn first, with arbitrary
corner of the cube. This new change in direction
HL and VP locations of your choosing. A
heads toward the LVP...just like the top near edge,
bearing line (arbitrary) is drawn to the HL
whose shadow the line represents.
from any ground point on your object. It
should also come towards us a fair distance
Remember: think about which exact point or edge
to get an idea of the general direction the
the shadow is representing at that time. With
shadows will come forward at. The loca-
more complicated forms I become confused as
tion of this point is very important in
well. There was a moment like that in the video,
this regard and might first be lightly
so don't despair.
drawn until you are pleased with
where the shadows will lie. This will
Exercise
be the sun bearing VP.
Draw the same diagram as to the left, but lower
Do not confuse the sun bearing VP (BVP) the ray VP substantially. You can also move it and
with the left or right vanishing points. Its the bearing VP to the right some distance and see
only relationship with them is: they are all how it changes things. They stay aligned as shown,
on the horizon line (HL). one above the other!

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 2
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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!

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 3
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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!

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 4
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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.

As you become skilled at sketching, you’ll learn


to fake with fair accuracy the convergences to un-
seen vanishing points. It is important to be able
to construct it accurately...so don't pass over this!

As with the mech, we are dropping green


verticals from all key points to the ground
(arbitrarily chosen distance), and then
connecting staying parallel with the casting
edges above. Arbitrarily draw an angled
green bearing line from one, and similarly
from the other's ground points, as shown.
In the above sketch we have added a city-like
Draw an (arbitrary) ray from one of the
structure to the table top. You can see that the
objects key points and duplicate it, staying
process continues exactly as before, but a seem-
parallel to the others as shown. It is now a
ingly difficult problem is easy to resolve.
matter of simply connecting the intersec-
tions to complete the shadow.
If we were to move the structure off the edge of
the table a new problem emerges...how do I drop
For true two-point perspective, the lines of
a green line exactly to the same ground point a
the object would radiate from their VPs,
before?
and both the bearing and ray lines from
their respective BVP and RVP above it, as
A diagram of this important and common prob-
shown in the previous diagrams. All this
lem involving our old friend tracking around a
would require either a large sheet of paper
form, but in a new and slightly unrecognizable
or several grids to take their place.
way, follows on page 6.

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 5
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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.

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 6
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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.

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 7
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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.

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 8
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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!

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 9
MASTER CLASS PROGRAM
Illustrating Tech
Shadows

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.

Preserving the Traditions of the Masters


© Watts Atelier of the Arts, LLC, 2015 www.wattsatelier.com 10

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