A brief look at how rhythm of details in foreshortening relates to field of view, scale, and perspective. #howtodraw#perspective#tutorial
STEEP foreshortening of details on walls etc can feel confusing at times since the feel of scale and distance from the surface is dependent on contextual details we recognize. If rotated, the those 'signs' could be dominoes standing up or buildings as seen from a helicopter.
And, with this I wanted to help demystify foreshortening in perspective a little by using a single repeating detail such as vertical lines with diminishing spacing and no other depth cues to show how that alone can affect the construction and feel of your scene.
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Something I've observed through my own and friends experience with art school is that at some point you lose the fun in drawing. At some point you move through the motions of class assignments and all that magic and wonder of the art you used to make for yourself dies out.
Not a universal statement for sure -- but for me especially, my third year in art school was ROUGH. I wrestled with whether or not I was even "an artist." My school was driving me away from all the things I enjoyed and wanted to explore in art, and I became internally confused.
When I found the motivation to draw for myself, I would mentally treat it as a school assignment, full of self-defeating thoughts like "is what I'm trying to do worthy of being considered 'art' by my professors?", instead of doing something simply fun and expressive of myself.
Control (@remedygames) is easily the most captivating game I've played in a long time. I'm amazed at the tight handle the game has on presenting its concepts and story to you without ever feeling like its always drilling you with exposition or losing the plot to padding gimmicks.
Brutalism is also my favorite type of architecture, and the fact the game takes place entirely in a seemingly endless labrynth of it makes the game feel like it was made specifically for me lol - it makes for an interesting commentary on the convolution of government bureaucracy.
It's surprisingly long, too, and I can't commend the writers/devs enough for keeping up a strong vision of the story from beginning to end. There's pressure where I *always* want to know what's going to happen next, where the story is going -- it's hard to have to hit Quit Game.
Not that I think anymore should be taking writing advice from me, but if you're having countless false starts on your story, trashing it, starting over, you might be getting too hung up on how it *exactly* starts, which is hard. You probably don't know how it ends either, but...
... chances are you have an idea for an important scene you want to happen somewhere between. So? Start there, write that scene out. Don't be discouraged if you restart this scene a few times, but these won't be false starts. You're refining because you're learning the story.
When it feels good, you now have a waypoint stuck in the ground. Now you can ask yourself "OK, what happens before this? How did we get here?" or "What happens next, where do we go?" and expand your story organically from here as new waypoints become visible in the distance.
While I'm not a successful artist yet, I do have a career with a good company in a creative field, as well as a small yet dedicated following of wonderful people who have stuck with me for years. Here are some of the people who had the biggest impact on me being where I am now:
@Coestar through the early 2000's, Coe generously gave me a spot on his webserver. There, he taught me a lot of the basics of creating a website, allowing me to explore myself creatively in ways few had access to at the time. I was the only kid in school/college with a website.
@imagerystorm Derek Scearce, pro photographer/filmmaker and one of my oldest friends, broadened my interests in photography and the sciences behind it. Derek has been an unrelenting force of positive ambition to draw from, and is my role model for always aiming for your dreams.
Being able to be self critical of your work is good but dont let it get out of hand either. I became SO critical of my work that I would stop myself from even starting an artwork because I was scared of failing these weirdly high expectations I developed for myself as an artist.
I look back at myself during college and I drew all the time. And for some reason I wasn't bothered if what I was making was total shit. I'd do it, share it, and was proud of it. But after college impostor syndrome somehow set in and I grew cynical.
It's a weird mental state to encounter, and it takes a lot of effort to just sit down and start creating again, and then convince yourself "ehh aaahkay, s'not s'bad." and then building up that baseline confidence again that doing something (anything) ---IS--- better than nothing.