Showing posts with label Perspective. Show all posts
Showing posts with label Perspective. Show all posts

Monday, July 20, 2026

Stop Mindless Copying: The 4-Step Method


 I previously gave some book recommendations. https://www.justcreate.net/2016/11/a-word-about-books.html

The books by George Bridgman, Burne Hogarth, and Andrew Loomis are the gold standard for anatomy, and having them as your go-to resources builds a strong foundation. If you are serious about building your technical skills, here are some equally highly-regarded, industry-standard books for the other core disciplines to round out my recommendation list.

Color Theory and Light

  • Color and Light: A Guide for the Realist Painter by James Gurney. This is universally considered the modern bible to understand light and color. Gurney breaks down and analyzes complex optical phenomena (like subsurface scattering, atmospheric perspective, and reflected light) into highly accessible, practical lessons. It’s essential for anyone working in color, whether traditional or digital.

  • Interaction of Color by Josef Albers. For a more academic, foundational dive into how colors affect one another, this is a classic. It’s less about painting techniques and more about training the eye to understand color relativity, making it a great recommendation for students who want to deeply understand color theory.

Perspective

  • How to Draw: Drawing and Sketching Objects and Environments from Your Imagination by Scott Robertson and Thomas Bertling. This is the definitive text for technical perspective. It is dense and challenging, making it perfect for students who really want to master spatial construction, grids, and rendering objects accurately in 3D space.

  • Framed Perspective (Vol. 1 & Vol. 2) by Marcos Mateu-Mestre. If you are leaning more toward dynamic illustration, storyboarding, or sequential art, these books are incredible. They focus on how to use perspective to create dramatic, compelling shots and place characters convincingly within environments.

  • Perspective Made Easy by Ernest R. Norling. For absolute beginners who might be intimidated by Robertson’s technical depth, this is the best starting point. It simplifies the core concepts of horizon lines and vanishing points without becoming overwhelming.

Composition and Visual Storytelling

  • Framed Ink: Drawing and Composition for Visual Storytellers by Marcos Mateu-Mestre. This is a masterclass in composition, focusing heavily on how to use light, shadow, and framing to direct the viewer’s eye and evoke emotion. It’s particularly useful for anyone interested in comic art, illustration, or visual development, showing how to compose shots with real impact and energy.

  • Picture This: How Pictures Work by Molly Bang. This is a deceptively simple book that uses cut-out shapes to explain the emotional psychology behind composition. It’s a brilliant resource to recommend for understanding why certain compositions feel balanced, tense, or calm on a fundamental, abstract level.

A Modern Addition for Anatomy

  • Figure Drawing: Design and Invention by Michael Hampton. Since I’ve already recommended the classics, this is a fantastic modern supplement to keep in your back pocket. It bridges the gap between Loomis’s constructive approach and Bridgman’s focus on interlocking masses. It’s for teaching students how to simplify the figure into dynamic, easily understandable volumes.

BONUS BOOK

These should give you a well-rounded curriculum.

​

I’ve spent my adult life illustrating; the mechanics have become pure muscle memory. Translating my teenage instinct into an organized framework is the pivot from student to educator. What seemed like "just copying" to my teenage brain was actually a highly effective, intuitive form of reverse-engineering.

For beginners, unstructured copying often leads to mindless tracing where they capture the final lines but miss the underlying forms. When someone asks how to get the most out of these dense books, they are really asking for a repeatable learning framework.

Here is a structured, step-by-step method, often called the “Iterative Study” or "Read-Recall-Apply” method.

The Art Book Study Framework

1. Read for the 'Why', Not Just the 'How':Keep the pencil down at first.

Read a single chapter or section without drawing anything. If you are looking at Loomis’s head construction, you need to understand the logic of the cranium sphere and the jaw plane before you try to replicate the lines.

2. The Analytical Copy (Master Study): Copying to understand, not to produce a pretty picture.

Now you pick up the pencil and copy the drawings directly from the book. The goal isn’t a perfect replica, but to recreate the artist’s process. If Bridgman shows interlocking wedges for the torso, the student should be actively thinking about those 3D volumes as they draw, rather than just copying 2D outlines.

3. The Memory Test: This is where actual learning happens.

This is the most key step beginners miss: close the book. Then try to draw the exact same concept or diagram from memory. You will inevitably get stuck or make a mistake. Then open the book, compare your memory drawing to the original, and use a red pen (or a different digital color) to correct your structural mistakes.

4. Application to Original Work: Proving the concept is internalized.

Finally, you need to take the principle you just learned and apply it to a completely original drawing without looking at the reference. If you just learned Hogarth’s foreshortened arms, you should try drawing a character of your own design throwing a punch toward the camera.

A key piece of advice: Art books are reference manuals, not novels. You don’t read them front to back once and graduate. You study a specific mechanism (like the mechanics of the knee), practice it until it sticks, and then put the book back on the shelf until you hit your next plateau.


I get a piece of the action if you buy a book from my links.


Just create.™


Wednesday, January 18, 2017

First Look at the ArtRage 5 Beta Perspective Grid

A New Feature in ArtRage 5 is Perspective

ArtRage 5 offers a significantly expanded range of guideline features to assist in design and composition, adding Guides and Perspective to the existing Grids feature. 

The Perspective Grid lets you use one or two point perspective, loading the default sets or adding your own individual walls and floors around the horizon line then saving them for later use. You can customize the appearance and add or remove any line or section, as well as using ‘Snap to Perspective’ to help you draw.

You can also apply perspective when copy/pasting and transforming.



Remember... Just Create!


Friday, April 12, 2013

Gangnam Picture Plane

The Picture Plane in Perspective

The picture plane is that imaginary window that the Omnipotent Observer is looking through. This invisible picture plane is between the Omnipotent Observer/Station Point and the objects being viewed. The picture plane is perpendicular to the parallel receding lines of sight.

So we've just scratched the surface of perspective here. Please seek out more information to study on your own.


Now let's get back  to composition, which was so rudely interrupted.

Please follow, comment and subscribe. Well... you don't have to do all of them. At least do one of them. okay?

to be continued…

read next - Crush the Composition
previous - It's All About Perspective

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Tuesday, April 2, 2013

It's All About Perspective

Perspective in Action


Receding lines

The Picture Plane Diagram View shows blue parallel receding lines which are at right angles to the Picture Plane. The Center of Vision is where the the parallel ray from the eye meets the Picture Plane.

The Picture Plane Perspective View shows that the blue parallel receding lines must vanish in the Center of Vision. The Center of Vision is at the intersection of the Picture Plane by a Horizon Line. 

to be continued…

read next - Gangnam Picture Plane
previous - Vertical Field of Vision

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Monday, March 25, 2013

Vertical Field of Vision


Let's look at how the vertical field of vision is important to the visibility of an object.

There is a point from which an object becomes an indistinct line on the horizon. That is the point at which the vertical size of an object diminishes to an imperceptible sliver within the vertical field of vision.

The illustration below shows how the visibility of a long horizontal object is determined by its height and not by its width.

As a person moves farther away from a horizontal object the width may still be
apparent, however the vertical dimension is reduced to almost invisibility.

It becomes difficult to separate the object from the horizontal line.


vertical field of vision


Next… The perspective just keeps on coming.

to be continued…

read next - It's All About Perspective
previous - Scream & Shout Field of Vision

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Thursday, March 14, 2013

Scream & Shout Field of Vision

Field of Vision

The human field of vision is the area of space that we can see at the same time.

Some of us are blessed with an almost 180-degree forward-facing horizontal field of vision. It is not uniform. We're not really going to be concerned with that here, as an artist can't really draw that on the printed page without resorting to trickery.

Here's what we will concern ourselves with at this time.
The normal human visual field extends to approximately 60 degrees toward the nose from the vertical center in each eye and approximately 60 degrees above and 75 below the horizontal line.

Field of Vision
When both eyes observe an object simultaneously this creates a central field of vision which is called our binocular field. This means our binocular field is about 50 degrees to 60 degrees.
binocular field


to be continued…

read next - Vertical Field of Vision
previous - The Hangover Perspective

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Monday, March 11, 2013

The Hangover Perspective

What is the Vertical Plane? Do I have a Hangover?

Even though this is called two-point perspective, there may be more than two points in the drawing.

You may have drawn a desk, yet it won't look normal if everything on the desk is parallel to the desk. So when another cube is placed on the first cube and it is at an angle it goes to it's own set of 2 points.
So you can have many objects on a desk that each go their own set of vanishing points and it will still be a two-point perspective drawing.

Now with that in mind, what happens when you have something at an angle that points away from the horizon line? For instance, what happens when you have a box with a lid or angled roof top?

We have to make use of a vertical plane. The vanishing points of the lines in the vertical plane bear the same relationship as those on the horizon line.

The vertical plane is established by the vanishing point on the horizon line.


A box with the lid hanging open will have the vanishing points of the lid go the vertical plane.
No matter what angle the lid is at it's vanishing point will be on this vertical plane.

to be continued…

read next - Scream & Shout Field of Vision
previous - Three Point Perspective

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Monday, December 31, 2012

Three Point Perspective


Three Point Perspective


No surface or dimension is parallel to the picture plane.
The object recedes towards 3 vanishing points.
Two vanishing points are on the horizon line.  The third point is above of below the horizon line.


to be continued…

read next - The Hangover Perspective
previous - Two Point Perspective


Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Friday, December 28, 2012

Two Point Perspective


Two Point Perspective


No surface is parallel to the picture plane. Only one dimension is parallel. That can be the height or the width.
The object recedes to two vanishing points.

to be continued…

read next - Three Point Perspective
previous - One Point Perspective

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Thursday, December 27, 2012

One point perspective


One Point Perspective


One surface is always parallel the picture plane. This surface is the true undistorted height and width of an object.
There is only one vanishing point.


to be continued…

read next - Two Point Perspective
previous - It's all about perspective.


Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Wednesday, December 26, 2012

It's all about perspective.

Let's Discuss Perspective


Woopsies! I forgot I was on the topic of composition and jumped ahead to perspective. So I'll do perspective for the next few days and get back to composition. Sorry about that.

You need to know perspective to create a sense of depth. A simple way to understand it is that objects appear smaller when they are farther away from you. You can observe this with your eyes and draw comics that have a sense of depth.

There are two types of perspective: atmospheric (also called aerial) and linear ((also called parallel).

Atmospheric Perspective: A technique for drawing objects lighter the farther away they are from the reader. This is accomplished by drawing lines that decrease in size  the greater the distance from the reader. Also drawing distant objects with less detail. Tone is used with color. Contrast is used too. A dark object will appear closer than a light object.


Linear Perspective: A system for creating the illusion of depth and distance using intersecting lines that converge at one, two or more points on a horizon line (also called eye level).

So let's discuss linear perspective a little more in-depth. This will serve as a basic introduction to the concepts.

Two things to remember.
First thing to keep in mind is that all parallel lines seem to converge as they go away from the reader.

Next to keep in mind is that the horizon is the edge of the earth. The horizon line is always at the eye level of the Omnipotent Observer.

You have three decisions to make:
  1. The station point of the Omnipotent Observer.
  2. The eye level of the Omnipotent Observer.
  3. The vanishing point.


Remember these 2 things and the three decisions you must make and you'll have a good handle on perspective.

Now if something isn't clear here, then now is the time to write your questions in the comment box below, because I'm going to leave you hanging for now.

to be continued…

read next - One point perspective
previous - Crush the Composition in Comic Books and Graphic Novels

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Monday, April 23, 2012

The Secret to Putting Together a Winning Portfolio

Walking portfolio

How to Become a Comic Strip, Comic Book and Graphic Novel Artist

Comic Book Artist Portfolio

Okay, you have you tools and the terminology down; now let's take a look at your goal. It's good to know where you are heading during this journey. Your goal is a portfolio that is going to get you work at the company of your choice. Of course if you want to self-publish, then this obviously isn't for you.

Your entire physical and online sequential art portfolio should be no more than 12 to 15 pages. Any more and you're just boring the person. The physical portfolio should be the original 11" x17" art.

Target your portfolio to the publisher you are submitting to; which means don't show Marvel characters to DC Comics and vice versa.

Present a complete scene within 3 or 4 pages. Each scene should showcase a different mood - action, normal, romantic, quiet, horror, humor, whatever will showcase your range whether with superheroes or not. Each scene should have a beginning, middle and end to the story being told in that scene.

Show that you can draw normal people as well as muscular. People in costumes, uniforms and regular clothing. Different backgrounds and realistic city or fantasy city. Show variety in your characters; different type of people; ethnic and physical builds.

No pin-ups or covers are needed right now. If they like your sequential pages you'll get your chance soon enough after being hired.

Important: The portfolio should include only samples you've done in the past six months. Anything beyond six months tends to make your art look weak and inconsistent, since you should have improved in that time.

Inkers should also include the photocopies of pencils with their inks in their portfolio.

Never mail original art pages to companies. Only mail full size photocopies of your art with your contact information on each page.
Important: At conventions or an office visit always have a leave behind. The leave behind are letter size photocopies of your portfolio suitable for filing by the editor to remind them of you. Put your contact information on every page. So when they go looking through their files for someone, they know how to reach you.

There is no requirement to draw in someone else's style when submitting your portfolio.

If you don't have your own style, then there' s nothing wrong with doing someone else's style, but the risk is it may only hurt you. Use the style, but don't copy them line for line.

Many people have started using someone else's style. Steranko and Barry-Windsor-Smith used Kirby's. Bill Sienkiewicz used Neal Adams. Travis Charest used Jim Lee. Bryan Hitch used Alan Davis.

So it's okay to start out with someone's style, but it's important not to stay there. It should just be a jumping off point for your growth into your own style, as each of the aforementioned artist's have done.

Others have stayed stuck and are always compared the person they copy. They may get some initial buzz, but it doesn't last long. People who have stayed in that phase too long are tagged as clones in the industry.

Can't afford George Perez or Jim Lee? Send in the clones!

So if you already draw a certain way, don't waste the time trying to copy someone's style.

Comic book companies which have a stable of non-creator owned characters could care less about seeing your original characters (if they are not published). The companies want to see what you can do for them with the characters they own.

You don't need to find any scripts. Just take 3 or 4 consecutive pages from the printed comic you're interested in drawing and redraw the pages. Tell the story in your own way. Don't copy anything that was already done.

Best way to do portfolio comic pages for established characters is to take the character you are interested in and choose 3 or 4 pages from their printed comic that you think you can tell the story better and redraw it. This forces you to really think about storytelling as you look at the choices that were made and what you will do differently.

That should be 3 or 4 pages in a row that are a complete scene with a beginning, middle and end to the story being told in that scene.

You don't need official scripts to submit portfolio samples. There are no ideal scripts.  You can find scripts on-line, if you don't want to use a printed comic.

Keep in mind these are samples and the editor is not not going to read the script side by side with your art. You are not being judged on how you translate the script, but on the pages you put in front of the editor.

You don't have to follow the script verbatim. Your responsibility is to tell a good story with drawings.

Also, if you are drawing the script of an amateur writer then you may be doomed to to repeat their mistakes visually. Best advice is to not to submit samples from an amateur writer.

Even pro writers make mistakes. Sometimes they ask for the impossible like, "Draw the character standing with their back to reader, smiling ironically."

It's okay to go off script.

What are editors looking at?
Solid drawing skills
Draftsmanship
Consistent faces from panel to panel
Form
Light and shadow
Composition
Perspective 
Anatomy
Clothing and drapery
Animals
Acting
How you tell a story visually and with panel to panel continuity.
Pacing
Create a convincing reality (backgrounds and environment are characters also)
Allow space for word balloons (usually the upper third of panel)

If you are submitting online to a company, then follow their guidelines EXACTLY.

When you submit in person, don't say a word. Don't talk unless you are asked a question. Any question you answer should not be an excuse. If you have to make an excuse for anything in your portfolio then that art should not be in your portfolio!

Don't get defensive and feel the need to explain yourself or say you are better than who they have working now. Keep your mouth shut! Accept any and all critiques graciously and thank the editor when you leave.

*Tip: Put your second best drawn scene first. Put your best drawn scene last, because the portfolio is usually left open on those pages while the person responds. You leave a stronger impression in their minds.

to be continued…

read next - How to Submit to Get Your Comic Strip Syndicated
previous - Light My Fire

Keep reading and follow me. If you have found this helpful, please let me know and share with other creators. Are the explanations clear and complete? Feel free to ask me questions.

Remember… Just Create!

If you are interested in using these tools, then I recommend these products.

You can support this blog when you purchase a product by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Please support me making video tutorials on Patreon.

BONUS LINKS TO ART STORES!

https://www.blueroosterartsupplies.com/
https://www.artistcraftsman.com/
https://www.dickblick.com/
https://www.utrechtart.com/

Copyright 2016 H. Simpson

Thursday, April 19, 2012

Free Comic Book / Graphic Novel template pages - Illustrator and more



Free Comic Strip, Comic Book and Graphic Novel Artist

DIGITAL TOOLS OF THE TRADE
Software

DRAWING AND LAYOUT APPLICATIONS

Here are some print size templates you can download and use for American standard size comics and graphic novels.

Download templates for Adobe Illustrator.
You can draw, color and letter with this template.
single page
double page
cover

This template includes my adaptation of the Perspective Path Tool created by great artist and all-around nice guy Freddie Williams II. I've used it with his kind permission. Check out his web-site at http://www.freddieart.com/

The perspective tool is for those who don't have the latest version of Illustrator.

*Note: Template layers are locked, nonprinting layers that you can use to manually trace images.

Download templates for Adobe InDesign.
Import your final art, then you can letter it here.
single page
double page

Download templates for Clip Studio Studio.
You can draw, color and letter with this template.
single page
double page

This is my first set of freebies. Right now they are available to everyone. In the future, I may have some only available to my subscribers, so become a subscribers today so you don't miss out..

Please support me making video tutorials on Patreon.

Keep reading and  +1 me. Share with your friends. Please comment. Just create!

Here is some recommended reading to get you started on creating your comic masterpiece. I get a little piece of the action if you buy from clicking on the links below and helps me to keep doing this and provide more freebies.

Digital Prepress For Comic Books: Revised, Expanded & Updated

Making Comics: Storytelling Secrets of Comics, Manga and Graphic Novels

DC Comics Guide to Writing Comics

Words for Pictures: The Art and Business of Writing Comics and Graphic Novels

The Art Of Comic-Book Inking 2nd Edition

DC Comics Guide to Coloring and Lettering Comics
copyright 2015 H. Simpson

Monday, April 16, 2012

Using 3 Point Perspective - Adobe Illustrator Tutorial


Tutorial showing how to draw a 3 point perspective grid using Adobe Illustrator software. 



to be continued…

Keep reading and +1 this blog. Share with your friends. Please comment.

Remember… Just Create!

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.

Tuesday, February 7, 2012

The Nitty Gritty Begins

boy at easel on stage painting

The Secret Origins of How to Become a Comic Book Artist


Here are things I feel you will need to know about comic books and art; so I will be discussing:

Tools of the trade
Terminology

Visual Vocabulary
Line

Form
Light and shadow
Composition
Perspective
Anatomy
Clothing and drapery
Animals
Backgrounds
Color theory
Acting
How to tell a story visually and with panel to panel continuity.

Prepare your portfolio
How to find work


Here are things you can start doing, if you are not doing so now.

Get a sketchbook that you can carry with you all the time and draw every chance you get from reality. Draw people and whatever you see around you. Draw the reality of your existence.

Visit museums and see art of all kinds, drawings, paintings sculpture, etc. Read books about art. If you can't afford to buy them, them take them out from a library while they still exist.

Take a life drawing class. You may find some in your neighborhood that charge a fee per class ranging from $5 to $10. Figure drawing will be the most useful thing you can do. If you can't take a life drawing class, then draw the people you live with. Ask them to pose for you or draw them while they watch TV. You'll be amazed how still people are when they are in front of the television.

Find out of if there are any weekend drawing classes (these may be free) at your local community center, high school or college. You may also try finding someone to mentor you.

Start a reference file for yourself. Cut pictures out of magazines and save them. You never know what you will called upon to draw.

If you're here, then you're probably already checking out online resources like blogs, video tutorials and forums, so keep doing this.

Now the first chance you get also take a business course. So you don't become an artist who can be taken advantage of; learn the business of art. Learn about contracts, copyright, management, etc.

Resources

DCD Vendor Services - For self-publishers seeking distribution with Diamond Comic Distributors

Schools
The Kubert School
THE CENTER FOR CARTOON STUDIES

The Definitive List of Comic Publisher Submission Guidelines

to be continued…

Keep reading. Share with your friends. Please comment.

Remember… Just Create!

read next - Talk the Lingo
previous - Don't be a Stepford Wife to the World

Copyright 2016 H. Simpson

If you are interested in further expanding your knowledge, then I recommend these books.

When you purchase a book by clicking the link below, I get a piece of the action and helps me to continue doing this blog. Support an artist today.