View Full Submission View Parent Comment
2 users agree
7:34 AM, Sunday July 19th 2020

A box drawn from a single-point perspective has a front face that's completely facing the viewer, and a back face that's also completely facing the viewer. The edges connecting those two faces are meant to aligned towards the vanishing point.

None of the edges on your boxes are drawn toward the vanishing point you marked on the horizon line. I can tell that by the ruled lines you drew extending those edges to the horizon -- they hit the horizon, but they're way off from the VP, even going in the opposite direction.

That's also the reason why you're unable to draw the extending lines properly on the rightmost box, because its top edges aren't heading toward the VP on the horizon at all.

Reread the Exercise page, and especially watch the video, because Uncomfortable shows how to do it in the video. Good thing you checked, as you'll have to redo this drawing completely! Hope this helps.

3:35 PM, Sunday July 19th 2020

Thank you very much!! Looking at it now, I can see how I messed this up! I misunderstood this a lot, this helps though!! :)

The recommendation below is an advertisement. Most of the links here are part of Amazon's affiliate program (unless otherwise stated), which helps support this website. It's also more than that - it's a hand-picked recommendation of something I've used myself. If you're interested, here is a full list.
The Art of Blizzard Entertainment

The Art of Blizzard Entertainment

While I have a massive library of non-instructional art books I've collected over the years, there's only a handful that are actually important to me. This is one of them - so much so that I jammed my copy into my overstuffed backpack when flying back from my parents' house just so I could have it at my apartment. My back's been sore for a week.

The reason I hold this book in such high esteem is because of how it puts the relatively new field of game art into perspective, showing how concept art really just started off as crude sketches intended to communicate ideas to storytellers, designers and 3D modelers. How all of this focus on beautiful illustrations is really secondary to the core of a concept artist's job. A real eye-opener.

This website uses cookies. You can read more about what we do with them, read our privacy policy.