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2D Design – Linear Perspective

ONE POINT PERSPECTIVE

O che dolce cosa è questa prospettiva!


(Oh that sweet thing is this perspective!)
-Paolo Uccello
2D Design – Linear Perspective

Linear Perspective
Line-based drawing method

Objects seem to get smaller as


they recede.

Parallel lines seem to converge


as they recede.
2D Design – Linear Perspective

Perpendicular
Lines that intersect at a 90
degree angle.

Parallel
Lines running in the exact same
direction.

Tangent
Lines that touch at only one
point.
2D Design – Linear Perspective

Right Angle
Created by lines intersecting at
right (90 deg) angles.

Obtuse Angle
Created by lines intersecting at
an angle GREATER than 90
deg.

Acute Angle
Created by lines intersecting at
an angle LESS than 90 deg.
2D Design – Linear Perspective

Horizon Line Eye-Line


The imaginary line that
represents the viewer’s vertical
eye height.

A low eye-line produces a


worms-eye view.

A high eye line produces a birds-


eye view.
2D Design – Linear Perspective

Eye-Line
An eye-line that lies directly in
the middle of the page adds
UNITY.

An eye-line that lies off-center


will help add VARIETY.
2D Design – Linear Perspective

Vanishing Point
The imaginary point on the Eye
Line where lines/planes parallel
to the viewer seem to converge.

A VP that lies dead-center adds


UNITY.

ALWAYS lies on eye line.


2D Design – Linear Perspective

The Vanishing Point represents


the horizontal placement of the
viewer’s head.
2D Design – Linear Perspective

Orthagonals
Lines originating from the
vanishing point tangent to one
corner of the object.

Orthagonals should be cast at


the corner of EVERY angle
change.
2D Design – Linear Perspective

Orthagonals need not be cast


past the angle they are tangent
to.
2D Design – Linear Perspective

Orthagonals that cross exactly at


the corners of the format add
UNITY.
2D Design – Linear Perspective

Foreshortening
The perceptual effect of parallel
lines converging in the distance.

Closer objects take up more


visual space.
2D Design – Linear Perspective

One-Point Perspective
Linear system that describes planes
perpendicular to the viewer. It utilizes
only one vanishing point.
2D Design – Linear Perspective

Begin by marking the format,


Eye-Line and one Vanishing
Point: this establishes the
EXACT location of the viewer.
2D Design – Linear Perspective

Draw the facing side of the


object.
2D Design – Linear Perspective

Connect edges to the vanishing


point with orthagonals.
2D Design – Linear Perspective

Decide how far back the object


extends.

Re-make the facing shape at


that point.
2D Design – Linear Perspective

Finish by hiding the sides that


would remain obscured.
2D Design – Linear Perspective

Visible Faces
The sides that are visible are
determined by the relationship
between the object, the eye-line
and the vanishing point.
2D Design – Linear Perspective

Visible Faces
If an object is directly over both
the eye-line and the vanishing
point only the facing side will be
visible
2D Design – Linear Perspective

Visible Faces
Object above eye line:
The BOTTOM will be visible.

Object below the eye line:


The TOP will be visible.
2D Design – Linear Perspective

Visible Faces
Object to the right of the
vanishing point:
The LEFT side will be visible.

Object to the left of the vanishing


point:
The RIGHT side will be visible.
2D Design – Linear Perspective

Visible Faces
The placement can produce
compound results as well.
2D Design – Linear Perspective

Interiors
The inside of a room can be
modeled in perspective.

Start with the format, eye-line


and vanishing point.

Draw the facing side.

Connect orthagonals from the


edges OUTWARD instead of
back to the vanishing point.
2D Design – Linear Perspective

Measuring in Perspective
Foreshortening distorts the
space and gives fore space
more room than back space.
2D Design – Linear Perspective

Measuring in Perspective
Drawing a X on an object will
show you its middle.

This can be used to measure in


perspective.
2D Design – Linear Perspective

Measuring in Perspective
You can also utilize the X
method of measurement to find
the next line in a regular pattern.

With two vertical lines, measure


from the bottom of one to the
MIDDLE of the other. Where
that diagonal crosses the
orthogonal you get the next
vertical.
2D Design – Linear Perspective

Vertical Foreshortening
Continue with the cross method
of measurement to get regularly
spaced intervals, equal in
measurement to the first interval,
but getting smaller in
perspective.
2D Design – Linear Perspective

Measuring in Perspective
Mark off regular intervals on a
plane

Draw a diagonal across from


corner to corner.

Where the diagonal crosses the


orthagonals marks the horizontal
foreshortening.
2D Design – Linear Perspective

Measuring in Perspective
You can measure out in thirds as
well.

Use the X method to find the


middle of the plane. Draw a
vertical line at the middle. From
the top (or bottom) draw a
diagonal across each ½ plane.
Where the two diagonals cross
marks out a 1/3 measurement.
2D Design – Linear Perspective

Measuring in Perspective
To accurately recreate the height
of an object elsewhere in space
you first have to find out how tall
it would be if moved a similar
distance back.

Draw in orthagonals from the


original height.
2D Design – Linear Perspective

Measuring in Perspective
Select the distance back you
want to judge. Mark the height
within the orthagonals.

Bring that height over to the new


location.
2D Design – Linear Perspective

Measuring in Perspective
You have now measured exactly
how high the original is when
foreshortened that distance.
2D Design – Linear Perspective

Circles and Ovals


When placed in a square a circle
has four contact points with it.

When placed in a rectangle an


oval has four contact points with
it.

If you can put a box or rectangle


in perspective, you can put a
circle in perspective.
2D Design – Linear Perspective

Circles and Ovals


Use the X method to mark the
center (horizontally & vertically)
of the plane the circle/oval will
occupy.

X each ½ side to quarter the


box.

Connect the quartered X’s with


lines.
2D Design – Linear Perspective

Circles and Ovals


You have now created four
rectangles that follow the edges
of the plane.

X each rectangle.

Follow each rectangle X from


the corners out. Where they
cross an edge of the rectangle is
a circle contact point.
2D Design – Linear Perspective

Circles and Ovals


Each corner has 2 X lines to
follow. These points, plus the 4
original ones nets 12 circle
points. You can get a more
curvilinear circle/oval by this
method until able to master the
four point one.
2D Design – Linear Perspective

Spheres
A sphere will always appear as a
perfect circle.
2D Design – Linear Perspective

Pyramids
Square/Rectangular base.
Top is over the center of the
base.
2D Design – Linear Perspective

Pyramids
Square/Rectangular base.
Top is over the center of the
base.
2D Design – Linear Perspective

Pyramids
Square/Rectangular base.
Top is over the center of the
base.
2D Design – Linear Perspective

Pyramids
Square/Rectangular base.
Top is over the center of the
base.
2D Design – Linear Perspective

Cone
A cone is just a pyramid with a
circular base
2D Design – Linear Perspective

Shapes can be also be negative


shapes cut out of positive ones
to create more interesting/
complex forms.

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