View Full Submission View Parent Comment
8:32 PM, Saturday March 12th 2022

Hello trollfromhell. Thank you for the critique but I needed to ask you this one question: What does it mean for perspective to be extreme? Sure, I can't let the vanishing point get off the page but if it's not, how can it be too extreme? Why not go far off the middle of the horizon line?

2:49 PM, Monday March 14th 2022

my point is make sure the vp is just far off the page because when we put the vp too close to the boxes it will look like we (the viewers) see a very tall object from the ground another thing is when you look at a cube quite close,you are not gonna be able to see 4 sides anymore you will see just see 3 parts or 2 parts of the boxes,this picture will explain what i am talking about

so like in rough perspective you just need to keep the boxes perspective far off so it will not look like a very tall object being rotated

This community member feels the lesson should be marked as complete. In order for the student to receive their completion badge, this critique will need 2 agreements from other members of the community.
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.