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Non-perspective drawing
In a non-perspective drawing there are no vanishing points therefore lines that disappear into the distance have to be treated in one of two ways - a) they don't exist (an orthographic or elevation) or b)
they exist, but no perspective will be applied to them (oblique and isometric view). We create these orthographic drawings because you can take a designed part, draw it, dimension it and then give
all the needed information to the manufacturer. In a 3D environment dimensions become burdensome.
The following diagram is a sample of the typical reference material you might expect to receive on a technical illustration project. Most major plans after being designed will be broken down into
elevation views (top view, front view and right view) built to make an isometric projection (image at upper right) to be given to the people in charge of manufacturing the product.
All objects of course are 3 dimensional and when displaying them in a 2D fashion we must include features not visible from the 2D viewer's angle (straight on in the case of an orthographic drawing,
or from an edge-view from the case of a oblique or isometric view). Therefore, hidden lines must added to show that these features DO exist.
A simple breakdown of the non-perspective types of drawing can be seen below:
Oblique view
One face is flat, the angle of the Z axis is then 45 degrees off of this.
Isometric View
The front and Z axis are both 30 degrees to the horizon.
A more visual explanation can be seen here.
Try this
And this
CATEGORY 4
Orthographic Lines meet seamlessly. There are no flaws Lines meet at the edges with few flaws in
projection
in the drawing. All elevations line up
the drawing. Some alignment issues.
perfectly
Use of Time Used time well during each class period (as Used time well during most class periods
shown by observation by teacher, and
(as shown by observation by teacher, and
documentation of progress in journal) with documentation of progress in journal) with
no reminders.
no reminders.
Perspective Basics
A thorough understanding of the principles of 1-Point and 2-Point Perspective is essential to creating an accurate, and visually appealing piece of art. A lay-person with no technical understanding of
the principles of perspective drawing will nonetheless have an intuitive negative reaction to a piece of art in which something is amiss. Using the perspective techniques shown in the preceding
tutorials, the mental impression they will make on a viewer will be so strong that once mastered, the illusion of 3-dimensional depth will remain, even when the visual trickery involved in the process
has been revealed.
Any good technical illustration starts with well executed line art. If you are working from any type of reference other than a CAD output in the desired angle, you will need to have a strong
fundamental understanding of the principles of perspective drawing. This page will cover the various types of perspective angles you will encounter. In the tutorial lessons that follow this page, you
will be given the tools needed to map out a perspective grid for any s-dimensional situation. From this grid, you will be able to create realistic three dimensional drawings from flat or "Off Angle"
reference.
The three photos below demonstrate the difference between 1-Point and 2-Point Perspective, as well as 3-Point Perspective. The first photograph (Fig. 1) is an example of one-point perspective. All
of the major Vanishing Points for the buildings in the foreground of Fig. 1 converge at one central location on the horizon line. The angle of view or Point Of View (POV) in Fig. 1 is referred to as
Normal View perspective. In Fig. 2 the vanishing points for the two opposing faces of the center foreground building project towards two different vanishing points on the horizon line. In Fig. 3 we see
that the horizontal building elements project to the left and right horizon and the vertical building elements project to a central vanishing point in the sky. This upper vanishing point is called the
Zenith. If one were looking down on the object from a Bird's Eye perspective, the vanishing point below the horizon and would be called the Nadir.
In these two examples, you will notice that all of the vertical features of the buildings are straight up and down.
Fig. 6 is an example of a Worm's Eye perspective. In Fig. 6 the head/camera is tilted upward placing the Horizon below the picture. The perspective when the view is tilted in an upward direction,
creates a third vanishing point at the Zenith. All of the vertical building features will converge at this upper vanishing point. If we were looking down on a subject, the viewing angle would be a Bird's
Eye View and the vertical details would converge at the Nadir.
This technique of tracing parallel lines to their convergence point would be used to construct a Perspective Grid from exiting photographic material. Each convergence point will represent the exact
location of the Horizon, Zenith, or Nadir in that photograph.
1-Point Perspective
2-Point Perspective
Practical Exercise:
Take 15 minutes to complete perspective challenge 1
Take 15 minutes to complete perspective challenge 2
CATEGORY 4
Sketches
Superb choices in line-weights and angles Good choices in line-weights and angles that The sketches have some defects, but still
1
The sketches have many defects or are
that best illustrate the object. Drawings are best illustrate the chosen topics. Drawings
free from distracting elements
are defect-free but may contain a few
unwanted features
Orthographic Lines meet seamlessly. There are no flaws Lines meet at the edges with few flaws in the Lines generally meet at the edges.
projection
in the drawing.
drawing.
2 point
Lines merge seamlessly at both VPs.
perspective There are no flaws in the drawing.
drawing
poor quality.
Lines merge at both VPs. There are flaws in the Lines generally merge towards the VPs.
drawing.
There are multiple flaws in the drawing.
Use of Time Used time well during each class period (as Used time well during most class periods (as
shown by observation by teacher, and
shown by observation by teacher, and
documentation of progress in journal) with documentation of progress in journal) with no
no reminders.
reminders.
Tips to Sketching
from: DesignSojourn.com
One of the greatly misunderstood concepts of design is that a good designer must be a good sketcher. Sketching can be self-taught and doesn't need to be perfected in order to succeed. There
have been famous designers who have created terrible sketches but end up with great designs, and great sketchers that are hopeless designers.
Essentially you would only need to draw or sketch well enough to communicate your concept on paper without you having to explain what it is. You dont have to win the beauty contest, but you
WILL have to do well enough so that a fellow designer (or if you want it to be tougher on yourself, a non-designer) can understand what you are attempting to communicate. Notice the key word
here? Its not drawing, draw, design, or sketch, its communicate. A good sketch communicates an idea clearly and succinctly.
Sketching is also one part of the design process that makes up a successful design. Strong understanding in proportions, colors, and manufacturing processes are other important elements that
can make or break a design. So dont despair if your sketching ability, at this time, is not up to par, as you will have a chance to refine it in the downstream design process.
Before we go on lets take a look at the different kinds of sketches so as to not confuse yourself when you go crazy over somebodys apparently great work.
Source: Core77
A thumbnail sketch is a very basic sketch that has an almost child like quality to it. This type of sketch is mainly about getting your ideas down on paper as quickly as possible without too much
care about proportions and beauty. Its often pretty rough focusing only on the keybig idea. Thumbnails sketches are often the most frequently used sketch technique used to communicate ideas.
Emotion Sketch
greencab
Source:Mikedesign
These are the sketches people go ga-ga over and a main source of a designers spine tingling sensation as well as frustration. Also called Inspirational sketches, such sketches are often use to set
the tone of a design, brand language or product range.
z1_sketch_04
Source:Toyfon
Emotional sketches are also very difficult to do. Simply because an emotional sketch is extremely form orientated, and used as a means to communicate emotion. Hence the designers who create
emotional or inspirational sketches are often called form monsters and have the uncanny ability to turn an emotion or expression keyword into a line, form or silhouette.
However one if you look closely into such sketching style you would realize such sketches dont actually communicate a lot of information. If you look at the example above, can you ask yourself
how does the door open? Where is the door handle? The side mirrors?
Its because such sketches are meant to convey just the look or feel of a product and nothing more. It intentionally or unintentionally leaves out things like mechanical fixtures, part lines, or
assembly information etc. The best emotional sketch designers are actually able to convert their sketches into great products, but unfortunately you be also surprised to know most cannot and
remain in just form or concept development.
Information Sketch
The information sketch is perhaps the level at which what most designers, whom are worried about their sketching ability, should aspire to. Its the minimum type of sketch level that would allow
other designers to understand what you are trying to draw.
starlight_me_pin01
Source
There are a lot of tangent lines, exploded views, transparent layering, a little color here and there, but all in all you can easily tell almost right away what is going on. Right now so how do we do it?
How to we get to the level we are satisfied with? Or how do we just improve our sketching ability?
From DesignSojourn.com
2) Practice
When I started my design career, I drew everything every day. I refused to use tracing paper, rulers or erasers. If you want to improve your sketching skills you need to invest time and effort.
Practice drawing buttons, perspective cubes, and horizontal or vertical lines. I have pages full of horizontal lines of at least 15cm long.
CATEGORY 4
Sketches
Superb choices in line-weights and angles Good choices in line-weights and angles that The sketches have some defects, but still
that best illustrate the object. Drawings are best illustrate the chosen topics. Drawings
portray the object
free from distracting elements
are defect-free but may contain a few
unwanted features
1
The sketches have many defects or are
poor quality.
2 point
Lines merge seamlessly at both VPs. There Lines merge well at both VPs. There are
perspective are no flaws in the drawing.
generally no flaws in the drawing.
drawing
Lines merge at both VPs. There are flaws in the Lines generally merge towards the VPs.
drawing.
There are multiple flaws in the drawing.
Use of
Time
Used time well during each class period (as Used time well during most class periods (as
shown by observation by teacher, and
shown by observation by teacher, and
documentation of progress in journal) with documentation of progress in journal) with no
no reminders.
reminders.
Filetype
and size