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Sol-Caninus — Skull in angular view

Published: 2024-03-06 19:48:41 +0000 UTC; Views: 347; Favourites: 3; Downloads: 1
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Description Yesterday I got so focused on counting grid squares as I used the box method for proportioning, constructing, and simplifying heads, that I completely forgot to turn the box.  I was guessing at how to turn the head inside a square frame.  Granted, the frame helped to restrain distortion, but it did not help to construct the head methodically in angular perspectives. Of course I was using a truncated version of the box for that, the "T."  But there was too much guessing going on.  This morning, however, it hit me during warm ups at Posemaniacs - the problem isn't the box, it's your block head.  "TURN THE BOX."  It works so much better that way. lol.

In the example I used a forced perspective with the right-side VP extremely close, but it didn't result in terrible distortion.   And both VPs were guesses; I didn't plot them.  Goes to show the power of the method. So, yes, you can use it formally with guide lines projected to VPs, or informally by eyeballing and estimating (e.g as I did with the front and side views.)
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