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How to draw manga - Putting Things in Perspective

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<strong>Putt<strong>in</strong>g</strong> <strong>Th<strong>in</strong>gs</strong> <strong>in</strong> <strong>Perspective</strong><br />

Backgrounds/Crowds


HOWTO DRAW MANGA:<br />

<strong>Putt<strong>in</strong>g</strong> <strong>Th<strong>in</strong>gs</strong> <strong>in</strong> <strong>Perspective</strong><br />

by K's Art<br />

Copyright O 1 997 K's Art<br />

Copyright @ 1997 Graphic-sha Publish<strong>in</strong>g Co., Ltd.<br />

First designed and published <strong>in</strong> 1997 by Graphic-sha Publish<strong>in</strong>g Co., Ltd.<br />

This English edition was published <strong>in</strong> 2002 by<br />

Graphic-sha Publish<strong>in</strong>g Co., Ltd.<br />

1 -1 4-1 7 Kudan-kita, Chiyoda-ku, Tokyo 1 02-0073 Japan<br />

Production direc<strong>to</strong>r: KatsuyaYamakami<br />

Production manager: Hikaru Hayashi<br />

Background aftist:<br />

Maguro<br />

F<strong>in</strong>ish<strong>in</strong>g work artist: Nobuko Yuuki<br />

English title logo design: Hideyuki Amemura<br />

English edition layout: Sh<strong>in</strong>ichi lshioka<br />

English translation management: L<strong>in</strong>gua frdnca, lnc. (an3y-skmt@asahi-net.or.ip)<br />

Japanese edition edi<strong>to</strong>r: Mo<strong>to</strong>fumi Nakanish (Graphic-sha Publish<strong>in</strong>g C0., Ltd.)<br />

Foreign language edition project coord<strong>in</strong>a<strong>to</strong>r: Kumiko Sakamo<strong>to</strong> (Graphic-sha Publish<strong>in</strong>g Co., Ltd.)<br />

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without the prior written permission 0f the publisher<br />

Distributed by<br />

NIPP0N SHUPPAN HANBAI lNC.<br />

Distributed Exclusively<br />

ln North America by<br />

4-3 Kanda Surugadai, Digital Manga Distribution<br />

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S&i: 4-7661 -1 256-3<br />

P-n-ed ard bound <strong>in</strong> Ch<strong>in</strong>a


Backgrounds <strong>in</strong>dicate where<br />

characters are. They are <strong>draw</strong>n<br />

<strong>to</strong> illustrate places and<br />

situations.<br />

A cut with only the character<br />

A cut with the background <strong>in</strong>cluded


. Example without background<br />

l'm leav<strong>in</strong>g<br />

<strong>to</strong>r schooll<br />

Vx<br />

: :i ,: ::: :i:<br />

Ah.1omebody<br />

juet, aVpeared<br />

trom around<br />

lhe cornerl<br />

1...1 can't e<strong>to</strong>pl<br />

Oelter Lake a<br />

ehor\cuLl<br />

t<br />

E<br />

fr<br />

E<br />

PITTER-PATTER<br />

ln this scene, a girl <strong>in</strong> a hurry collides with someone at a corner. The<br />

scene is much easier <strong>to</strong> grasp with the background.


. Example with background<br />

/'1<br />

D<br />

9.<br />

.o


Table of Gontents<br />

lntroduction:Why Draw Backgrounds?......,s . <strong>How</strong> <strong>to</strong> create height ditferences<br />

Chapter 1<br />

-<br />

Rais<strong>in</strong>g and lower<strong>in</strong>g the head<br />

. An easier way <strong>to</strong> <strong>draw</strong> crowds<br />

Basics: Stand<strong>in</strong>g on the Earth .........1r Creat<strong>in</strong>g Effects by Chang<strong>in</strong>g the<br />

Beg<strong>in</strong> Draw<strong>in</strong>g Backgrounds<br />

Gomposition of a Picture...........................s0<br />

with a S<strong>in</strong>gle Horizon L<strong>in</strong>e.......................12 r Draw<strong>in</strong>g upward views<br />

. Draw<strong>in</strong>g <strong>manga</strong> is just like film<strong>in</strong>g a movie. r Three-po<strong>in</strong>t perspective <strong>draw</strong><strong>in</strong>g<br />

r Presentation: Long shots and close-ups r Ariel view of scenery -<br />

Bird's-eye view<br />

. Vanish<strong>in</strong>g po<strong>in</strong>t<br />

. Simple way <strong>to</strong> pick a vanish<strong>in</strong>g po<strong>in</strong>t<br />

<strong>How</strong> <strong>to</strong> Draw <strong>in</strong> One-Po<strong>in</strong>t <strong>Perspective</strong>: r <strong>Perspective</strong> when the ground is curved<br />

Let's Try Draw<strong>in</strong>g while<br />

Looki n g at a Pho<strong>to</strong>g raph ......... ..................23<br />

r Draw<strong>in</strong>gs suited <strong>to</strong> one-po<strong>in</strong>t perspective<br />

r Mak<strong>in</strong>g a group of build<strong>in</strong>gs<br />

<strong>in</strong> the distance look cool<br />

Let's Draw Outer Space ........65<br />

. when <strong>to</strong> use two-po<strong>in</strong>t perspective Chapter 3<br />

Distance of natural obiects:<br />

Tree-L<strong>in</strong>ed Roads/<br />

Ghapter 2<br />

Light and Shadow/Sky .......67<br />

Draw<strong>in</strong>g the Outdoors: <strong>How</strong><strong>to</strong> DrawTrees.. ....................,08<br />

From Everyday Scenery<br />

r Draw<strong>in</strong>g roadside trees<br />

..................2g r Draw<strong>in</strong>g atree-l<strong>in</strong>ed road<br />

<strong>to</strong> 0uter Space......<br />

<strong>How</strong> <strong>to</strong> Draw a Roof .,..........<br />

<strong>How</strong> <strong>to</strong> Draw Slopes<br />

<strong>How</strong> <strong>to</strong> Draw Forked Roads<br />

Draw<strong>in</strong>g Houses<br />

- When the Vanish<strong>in</strong>g Po<strong>in</strong>t is Far Away .......38 '<br />

Draw<strong>in</strong>g a Gymnasium .................40<br />

.........30 n Draw<strong>in</strong>g shrubbery<br />

..............,......34 . Leaves of roadside trees<br />

.........36 <strong>How</strong> <strong>to</strong> Draw Shad0ws.....................................72<br />

. Sunlight<br />

Light from streetlights and <strong>in</strong>door lights<br />

<strong>How</strong> <strong>to</strong> Draw Characters and Backgrounds.....42 Etfective Use of Backgrounds<br />

r Plac<strong>in</strong>g multiple characters<br />

-<br />

Slide method Basic concepts and techniques..............74<br />

r <strong>How</strong> <strong>to</strong> <strong>draw</strong> groups of students go<strong>in</strong>g <strong>to</strong><br />

or com<strong>in</strong>g home from school<br />

8


Ghapter 4<br />

Draw<strong>in</strong>g lndoor Scenes<br />

<strong>How</strong> <strong>to</strong> Make a Narrow Hallway Look Wide.....80<br />

Classroom: <strong>How</strong> <strong>to</strong> Draw Desks.......................83<br />

r Common chair/desk composition<br />

and the horizon<br />

Distance Between Characters and Walls .........88<br />

<strong>How</strong> <strong>to</strong> Draw lndoor Scenes (Liv<strong>in</strong>g room) ......90<br />

1. Draw<strong>in</strong>g the opposite wall<br />

2. Draw<strong>in</strong>g a rough sketch<br />

3. Draw<strong>in</strong>g a couch.<br />

4. Draw<strong>in</strong>g a table.<br />

5.Draw<strong>in</strong>gaWstand.<br />

Draw<strong>in</strong>g Small lndoor Objects .........................95<br />

r Small objects on tables and desks<br />

- 1<br />

Draw<strong>in</strong>g without us<strong>in</strong>g perspective<br />

. Small objects on tables and desks<br />

- 2<br />

Draw<strong>in</strong>g us<strong>in</strong>g perspective<br />

r <strong>How</strong> <strong>to</strong> <strong>draw</strong> cups: Circles on tables<br />

r Draw<strong>in</strong>g small objects<br />

Chapter 5<br />

<strong>How</strong> <strong>to</strong> Draw Backgrounds<br />

Hallways/Stairs/Small 0bjects...........7e Learn<strong>in</strong>g by Do<strong>in</strong>g. ..............10e<br />

Process of Draw<strong>in</strong>g Manga Backgrounds.,....1 1 0<br />

1. Draw<strong>in</strong>g a residential area<br />

2. Draw<strong>in</strong>g a school<br />

3. Pen <strong>draw</strong><strong>in</strong>g<br />

4. Eras<strong>in</strong>g and white correction fluid<br />

5. Add<strong>in</strong>g <strong>to</strong>ne 1 - Residential area<br />

6. Add<strong>in</strong>g <strong>to</strong>ne 2 - School<br />

Gomparison of Characters and Objects .........122<br />

Ghapter 6<br />

Special Etfects and Character<br />

Representation Us<strong>in</strong>g <strong>Perspective</strong>..l 25<br />

Draw<strong>in</strong>g Special Effect L<strong>in</strong>es and<br />

Sound Words Us<strong>in</strong>g <strong>Perspective</strong>............. .............126<br />

Creat<strong>in</strong>g a Greater Sense of Existence<br />

Us<strong>in</strong>g M<strong>in</strong>or Techniques.. ................129<br />

Draw<strong>in</strong>g with <strong>Perspective</strong> Rulers ....130<br />

Special Effects Us<strong>in</strong> g <strong>Perspective</strong> Techniques..... 1 32<br />

Us<strong>in</strong>g cellular phones as an example<br />

Draw<strong>in</strong>g Beds............ .................100<br />

Draw<strong>in</strong>g D00rs.......... .................102<br />

r Structure of doors<br />

. Open<strong>in</strong>g doors<br />

. Examples of open doors<br />

Draw<strong>in</strong>g Stairs.......... .................105<br />

. Look<strong>in</strong>g down a flight of stairs<br />

r Side view of stairs<br />

. Dist<strong>in</strong>guish<strong>in</strong>g features of stairs<br />

Various wide angles. .......................135<br />

Examples/Chang<strong>in</strong>g Camera Ang|es....................1 36


4<br />

{<br />

10


Chapter 1 Basics<br />

S<strong>to</strong>ndirg<br />

the Eorrh<br />

on


When you want <strong>to</strong> <strong>draw</strong> a<br />

picture with the ma<strong>in</strong><br />

character stand<strong>in</strong>g <strong>in</strong> a<br />

wasteland, <strong>draw</strong> a divid<strong>in</strong>g<br />

l<strong>in</strong>e between the earth and<br />

the sky (horizon). All<br />

backgrounds beg<strong>in</strong> with<br />

<strong>draw</strong><strong>in</strong>g of the horizon.<br />

/i\<br />

The expanse of the earth differs<br />

depend<strong>in</strong>g on the position of the<br />

horizon.<br />

4<br />

I<br />

/t,<br />

12<br />

Column: ln Japanese class, the divid<strong>in</strong>g l<strong>in</strong>e between the earth and the sky is called chiheisen<br />

(horizon) and the divid<strong>in</strong>g l<strong>in</strong>e between oceans and the sky is called suiheisen (horizon), but both<br />

are referred <strong>to</strong> as suiheisen <strong>in</strong> <strong>draw</strong><strong>in</strong>g.


I<br />

\.\]<br />

l<br />

When <strong>draw</strong><strong>in</strong>g the horizon, pretend like you are film<strong>in</strong>g a<br />

movie and th<strong>in</strong>k about where you will hold the camera.<br />

o<br />

ln <strong>manga</strong>, the height of the camera is the horizon.<br />

Column:Why is the horizon on land also called suiheisen <strong>in</strong> <strong>draw</strong><strong>in</strong>g? lt is called suiheisen because<br />

it is a horizontal (suihei) l<strong>in</strong>e (sen).<br />

13


Draw<strong>in</strong>q the horizon below (foot level) a character<br />

--/<br />

-<br />

-=-::=><br />

Draw<strong>in</strong>g the horizon at foot level<br />

expresses the expanse of the wasteland.<br />

This is a low-angled composition.<br />

//Wi<br />

Film<strong>in</strong>g conditions<br />

The character will float <strong>in</strong> the air when the<br />

horizon is <strong>draw</strong>n below foot level.<br />

@ Dig a hole <strong>to</strong> film from ground<br />

D<br />

\<br />

@ The edqe of a cliff is the<br />

height of the horizon<br />

\


Draw<strong>in</strong>g the horizon above<br />

a character<br />

Draw<strong>in</strong>g the horizon above the head of a character creates the sensation of look<strong>in</strong>g down on the<br />

character. The so-called bird's-eye view. This is a high-angteo composition.<br />

:<br />

.".:\\.-!1,, ,rz<br />

View<strong>in</strong>g height<br />

Film<strong>in</strong>g from radio-controlled airplane or stepladder<br />

-;:-:ally look<strong>in</strong>g down on person (bird,s_eye view of character)<br />

Bird's-eye view ard the horizon<br />

When yoti take::'ii piciiire from'*ie nonnat<br />

15


the horizon <strong>in</strong> a character<br />

You <strong>draw</strong> the horizon somewhere between<br />

the head and feet. This will create the<br />

most ord<strong>in</strong>ary view.<br />

Film<strong>in</strong>g conditions<br />

@ Low angle<br />

16


. This is often used <strong>in</strong> scenes<br />

with dialogue.<br />

. Draw the horizon at eye level<br />

when a character is mov<strong>in</strong>g <strong>in</strong><br />

this direction or for close-ups<br />

of the face.<br />

. ftis is often used for full-body<br />

"<br />

strots.<br />

Draw the horizon at bust<br />

reight when <strong>draw</strong><strong>in</strong>g the<br />

artire body (down <strong>to</strong> feet).<br />

. -lis is often used for dramatic<br />

:nesentation.<br />

. lnaw the horizon below the<br />

*rnees of a character when you<br />

rant <strong>to</strong> make a strong<br />

rnpression or give the picture<br />

i sense of depth or vastness.<br />

# 4<br />

.^-<br />

Here a character between a close-up of feet <strong>in</strong> the foreground and a character <strong>in</strong><br />

the distance create a good sense of depth.


Presentation: Long shots and cl<br />

Th<strong>in</strong>k of the<br />

difference between<br />

long shots and<br />

close-ups as a<br />

difference <strong>in</strong> camera<br />

work (presentation).<br />

A cut us<strong>in</strong>g a long outdoor shot<br />

There isn't much<br />

need <strong>to</strong> th<strong>in</strong>k about<br />

the perspective of<br />

small objects <strong>in</strong><br />

scenes us<strong>in</strong>g long<br />

shots.<br />

18<br />

Long shot...zoom oul<br />

Close-up...zoom <strong>in</strong>


,-llose-ups are used<br />

:r present hands or<br />

.nall objects.<br />

G<br />

@<br />

-se a long shot when<br />

r,t-- lvdflt <strong>to</strong> illustrate<br />

lil:-irsfh<strong>in</strong>g with an<br />

:,,:-all view. Use a<br />

: :se-up when you want<br />

: :nrphasize one part.<br />

brp<br />

rtdce-xf<br />

rnqnifed;i',ir<br />

rGEtss<br />

orapstda::<br />

rXrgdemgst<br />

.lfiire<br />

fii*angle<br />

I"nnumn: Technically, wide angle is a word used <strong>in</strong> pho<strong>to</strong>graphy. A thicker lens than usual is used <strong>to</strong> make<br />

an impressive etfect by mak<strong>in</strong>g a picture extremely dis<strong>to</strong>rted.


Vanish<strong>in</strong>g po<strong>in</strong>t<br />

The vanish<strong>in</strong>g po<strong>in</strong>t is the po<strong>in</strong>t<br />

where all perspective l<strong>in</strong>es<br />

c0nverge.<br />

A <strong>draw</strong><strong>in</strong>g technique that uses<br />

one vanish<strong>in</strong>g po<strong>in</strong>t is called<br />

one-po<strong>in</strong>t perspective. There<br />

are also two- and three-po<strong>in</strong>t<br />

perspectives, but let's learn<br />

about the vanish<strong>in</strong>g po<strong>in</strong>t us<strong>in</strong>g<br />

one-po<strong>in</strong>t perspective f irst.<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

Pho<strong>to</strong>graph used for reference<br />

Chang<strong>in</strong>g the position of the vanish<strong>in</strong>g po<strong>in</strong>t changes how the sides look.<br />

Column: When you <strong>draw</strong> a build<strong>in</strong>g, for <strong>in</strong>stance, th<strong>in</strong>k about whether you want <strong>to</strong> see the build<strong>in</strong>g from<br />

the right or from the left. lf you want <strong>to</strong> see the build<strong>in</strong>g from the right, place the vanish<strong>in</strong>g po<strong>in</strong>t<br />

20 <strong>in</strong> tire position shown <strong>in</strong> the right frame.


lag<strong>in</strong>e you are tak<strong>in</strong>g a<br />

: cture. lf you stand directly <strong>in</strong><br />

*cnt of your subject, the<br />

*anish<strong>in</strong>g po<strong>in</strong>t is <strong>in</strong> the middle.<br />

" iou move <strong>to</strong> the right, the<br />

,-rrish<strong>in</strong>g po<strong>in</strong>t moves <strong>to</strong> the<br />

-,::t as well.<br />

C<br />

1\<br />

oo<br />

| ..t !<br />

"-------r' 30<br />

l<br />

Side view<br />

--s is taken from the right side of the road. You can see more of the wall on the left side.<br />

This is taken from the left. You can see more of the right side of the road.


'way <strong>to</strong> pick a<br />

When you want <strong>to</strong> <strong>draw</strong> a<br />

simple build<strong>in</strong>g roof or other<br />

objects beh<strong>in</strong>d characters, use<br />

one-po<strong>in</strong>t perspective. The<br />

vanish<strong>in</strong>g po<strong>in</strong>t could be <strong>in</strong> a<br />

variety of positions, depend<strong>in</strong>g<br />

on the diagonal l<strong>in</strong>es of your<br />

outl<strong>in</strong>e. Pick a vanish<strong>in</strong>g po<strong>in</strong>t<br />

by choos<strong>in</strong>g an angle you like.<br />

Subject<br />

Completed <strong>draw</strong><strong>in</strong>g<br />

1. Draw outl<strong>in</strong>e<br />

2. Draw horizon<br />

ll<br />

'il ll ,<br />

'l ..{<br />

;*' :<br />

't<br />

:1 -"<br />

I<br />

'll ,*-\<br />

:-" *l*,<br />

\l<br />

'r<br />

-("<br />

-<br />

3. Pick vanish<strong>in</strong>g po<strong>in</strong>t<br />

Column: 0nce you have picked a vanish<strong>in</strong>g<br />

po<strong>in</strong>t, <strong>draw</strong> a rough sketch. lgnore the<br />

other perspective l<strong>in</strong>es of the outl<strong>in</strong>e<br />

and <strong>draw</strong> all the l<strong>in</strong>es <strong>in</strong> the direction<br />

of just the one vanish<strong>in</strong>g po<strong>in</strong>t.<br />

Regard<strong>in</strong>g background and<br />

perspective, once you get used <strong>to</strong> this,<br />

you can beg<strong>in</strong> <strong>draw</strong><strong>in</strong>g a rough sketch<br />

by first pick<strong>in</strong>g a horizon and a<br />

vanish<strong>in</strong>g po<strong>in</strong>t when <strong>draw</strong><strong>in</strong>g the<br />

outl<strong>in</strong>e of the image.<br />

Extend diagonal l<strong>in</strong>e of outl<strong>in</strong>e.<br />

The po<strong>in</strong>t where it meets the horizon l<strong>in</strong>e<br />

becomes the vanish<strong>in</strong>g po<strong>in</strong>t.


:Whil0:'..l0ok<strong>in</strong>gr,, 01,, n<br />

ien <strong>draw</strong><strong>in</strong>g backgrounds,<br />

,: sts often refer <strong>to</strong><br />

: -:<strong>to</strong>graphs that they have<br />

"..en. <strong>Perspective</strong> <strong>draw</strong><strong>in</strong>g is<br />

-, most efficient way <strong>to</strong><br />

: -Juce a good <strong>draw</strong><strong>in</strong>g, so<br />

. s get comfortable with it.<br />

Reference pho<strong>to</strong>graph<br />

sketch of the background and choose a horizon and<br />

,,,' a rough <strong>draw</strong><strong>in</strong>g<br />

-; :ho<strong>to</strong>graph while<br />

- '<br />

: :re depth l<strong>in</strong>es<br />

t:<br />

: - l ngs and the<br />

-:ortant <strong>to</strong> grasp<br />

-- .,:'all picture.<br />

'. - :-..oso the road<br />

*.<br />

,," :"aw<strong>in</strong>g the<br />

,,r r--.Jfld, simplify<br />

r"-:parts<br />

- :r - : 'lg 0n y0ur<br />

, -,; tid needs (note<br />

"<br />

- *: cho<strong>to</strong>graph is<br />

, ": ':'reference<br />

: L-r':nr Horizon and vanish<strong>in</strong>g po<strong>in</strong>ts<br />

- ln pho<strong>to</strong>graphs the vanish<strong>in</strong>g po<strong>in</strong>t is often not clear.<br />

It is important that you choose a clear horizon and vanish<strong>in</strong>g po<strong>in</strong>t for your <strong>draw</strong><strong>in</strong>g.<br />

23<br />

'lh


ffi Completed rough sketch<br />

ffi<br />

Ren <strong>draw</strong><strong>in</strong>g<br />

Draw<br />

th<strong>in</strong> l<strong>in</strong>es.<br />

Start with the foreground.<br />

Make foreground l<strong>in</strong>es bold and l<strong>in</strong>es <strong>in</strong> the distance th<strong>in</strong>.<br />

Leave w<strong>in</strong>dows and other details for last.<br />

Con<strong>to</strong>ur l<strong>in</strong>es<br />

24<br />

Draw<strong>in</strong>g th<strong>in</strong> non-con<strong>to</strong>ur<br />

l<strong>in</strong>es creates a threedimensional<br />

etfect.


ffi Completion of pen <strong>draw</strong><strong>in</strong>g, eras<strong>in</strong>g and apply<strong>in</strong>g white-out<br />

Erase completely after f<strong>in</strong>ish<strong>in</strong>g the pen <strong>draw</strong><strong>in</strong>g.<br />

Correct protrud<strong>in</strong>g l<strong>in</strong>es and other anomalies after eras<strong>in</strong>g.<br />

I .' -se solid colors if you want<strong>to</strong> create an overallwhite <strong>draw</strong><strong>in</strong>g<br />

, '* . c'ht feel<strong>in</strong>g.<br />

- - :',,,,,<strong>in</strong>9 is complete. Lighfly apply <strong>to</strong>ne <strong>to</strong> shaded areas.<br />

- , .:cut where the light (sun)and shadows are when apply<strong>in</strong>g <strong>to</strong>ne.<br />

,r' ; ! .,,, <strong>to</strong>ne is applied under the eaves and <strong>to</strong> the sides of build<strong>in</strong>gs.<br />

25


Draw<strong>in</strong>gs suited <strong>to</strong> one-po<strong>in</strong>t perspective<br />

One-po<strong>in</strong>t perspective is short for "one-po<strong>in</strong>t<br />

perspective <strong>draw</strong><strong>in</strong>g." This technique is suited<br />

<strong>to</strong> <strong>draw</strong><strong>in</strong>g <strong>in</strong>door scenes and creat<strong>in</strong>g a sense<br />

of depth.<br />

Road (ma<strong>in</strong> road and side roads, etc.)<br />

Road with wall and build<strong>in</strong>gs with w<strong>in</strong>dows, etc.


Vanish<strong>in</strong>g po<strong>in</strong>t<br />

ln a one-po<strong>in</strong>t <strong>draw</strong><strong>in</strong>g, you can only see the<br />

front of an object when the vanish<strong>in</strong>g po<strong>in</strong>t<br />

comes from with<strong>in</strong> the object,<br />

27


When <strong>to</strong> use two-po<strong>in</strong>t perspective<br />

Two-po<strong>in</strong>t perspective <strong>draw</strong><strong>in</strong>g is<br />

a technique suited <strong>to</strong> creat<strong>in</strong>g a<br />

three-dimensional effect or a<br />

demand<strong>in</strong>g presence. Use twopo<strong>in</strong>t<br />

perspective <strong>draw</strong><strong>in</strong>g when<br />

there are many build<strong>in</strong>g stand<strong>in</strong>g<br />

side by side or when you can see<br />

two sides of build<strong>in</strong>gs.<br />

0ffice build<strong>in</strong>gs <strong>draw</strong>n with one-po<strong>in</strong>t perspective<br />

Office build<strong>in</strong>gs <strong>draw</strong>n with two-po<strong>in</strong>t perspective<br />

Use a long shot when you want <strong>to</strong> illustrate someth<strong>in</strong>g with an<br />

overall view. Use a close-up when you want <strong>to</strong> emphasize one pafi.<br />

vanish<strong>in</strong>g po<strong>in</strong>t<br />

28


Chopter 2<br />

Drqw<strong>in</strong>gtheOff<strong>in</strong>t<br />

Frcm hrerydoyScenety ilo<br />

Outer Spqce


Th<strong>in</strong>k of a roof as<br />

be<strong>in</strong>g on <strong>to</strong>p of a -71\<br />

box.Anybody can R<br />

ciraw a roof as<br />

li:iff',i:t


<strong>in</strong>k this corner and the<br />

ranish<strong>in</strong>g po<strong>in</strong>t and then<br />

:rtend the l<strong>in</strong>e.<br />

The l<strong>in</strong>e <strong>draw</strong>n straight <strong>to</strong> the<br />

side of the apex of the roof<br />

makes the roof look more<br />

realistic.<br />

Supplementary l<strong>in</strong>e<br />

liwnsr<strong>in</strong>g po<strong>in</strong>t<br />

l<strong>in</strong>e 6 parallel<strong>to</strong><br />

the slanted l<strong>in</strong>e on this<br />

side of the roof.<br />

',I<br />

' Draw l<strong>in</strong>e @ from the<br />

po<strong>in</strong>t of <strong>in</strong>tersection of<br />

l<strong>in</strong>es @ and @.<br />

Draw l<strong>in</strong>e @ right along<br />

the center.<br />

,6@<br />

L<strong>in</strong>e @ can be <strong>draw</strong>n only after the supplementary l<strong>in</strong>e @ has been <strong>draw</strong>n.


Thickness l<strong>in</strong>es are at<br />

right angles <strong>to</strong> the<br />

slanted l<strong>in</strong>es.<br />

Judge the length witf<br />

your eyes.<br />

Ditferent types of roofs<br />

1=<br />

Draw shadows under the eaves.


0u can <strong>draw</strong> these k<strong>in</strong>ds of roofs with this technique.<br />

* urr-.ll <strong>in</strong> the samurai house style.


Create a vanish<strong>in</strong>g po<strong>in</strong>t<br />

for slopes <strong>in</strong> addition <strong>to</strong><br />

the normal vanish<strong>in</strong>g<br />

po<strong>in</strong>t on the horizon l<strong>in</strong>e.<br />

Build<strong>in</strong>gs are <strong>draw</strong>n<br />

based on the normal<br />

vanish<strong>in</strong>g po<strong>in</strong>t, while<br />

slopes are based on the<br />

slope vanish<strong>in</strong>g po<strong>in</strong>t.<br />

.i..*:- Slope vanish<strong>in</strong>g Po<strong>in</strong>t<br />

Drawn <strong>in</strong>conectly<br />

t ar,<br />

,<<br />

(B 'l{<br />

When you <strong>draw</strong> two vanish<strong>in</strong>g<br />

po<strong>in</strong>ts veftical <strong>to</strong> each other,<br />

make sure they are on a<br />

straight veftical l<strong>in</strong>e.<br />

Slope vanish<strong>in</strong>g po<strong>in</strong>t<br />

.&/<br />

Draw build<strong>in</strong>gs <strong>in</strong> one-po<strong>in</strong>t,<br />

perspective us<strong>in</strong>g the<br />

normal vanish<strong>in</strong>g po<strong>in</strong>t.<br />

Po<strong>in</strong>ts where vertical<br />

build<strong>in</strong>g l<strong>in</strong>es and the road<br />

(slope) <strong>in</strong>tersect. The<br />

extended l<strong>in</strong>es that l<strong>in</strong>k<br />

these po<strong>in</strong>ts and the<br />

vanish<strong>in</strong>g po<strong>in</strong>t become tht<br />

l<strong>in</strong>es for the floors<br />

(foundations) of build<strong>in</strong>gs.<br />

Guardrails are located<br />

on the edges of roads,<br />

so their l<strong>in</strong>es converge<br />

on the slope vanish<strong>in</strong>g<br />

po<strong>in</strong>t.


Floor l<strong>in</strong>e of<br />

the build<strong>in</strong>g<br />

Uphill slope<br />

vanish<strong>in</strong>g po<strong>in</strong>t ----.-<br />

Houses are not built slanted<br />

Fiil<br />

ic'a,rhill slope<br />

:rsh<strong>in</strong>g po<strong>in</strong>t<br />

Road l<strong>in</strong>e<br />

For downhill slopes, place the downhill<br />

slope vanish<strong>in</strong>g po<strong>in</strong>t below the horizon.<br />

is impoftant <strong>to</strong> <strong>draw</strong> a foundation so<br />

that the house will stand straight up.<br />

Express a slope by the difference<br />

between the road l<strong>in</strong>e and the floor<br />

l<strong>in</strong>e of the build<strong>in</strong>g.<br />

)eate a vanish<strong>in</strong>g po<strong>in</strong>t for slopes <strong>in</strong> addition <strong>to</strong> the normal<br />

renish<strong>in</strong>g po<strong>in</strong>t.<br />

lrnurm: Characters on slopes -<br />

Draw characters above the horizon as if you were look<strong>in</strong>g up at<br />

them and characters below the horizon as if you were look<strong>in</strong>g down on them.<br />

35


Th<strong>in</strong>k of a forked road as an<br />

<strong>in</strong>tersection of two roads with<br />

differ<strong>in</strong>g vanish<strong>in</strong>g po<strong>in</strong>ts.<br />

Aerial pho<strong>to</strong>graph<br />

Vanish<strong>in</strong>g po<strong>in</strong>t A of a<br />

straight road<br />

Vanish<strong>in</strong>g po<strong>in</strong>ts B and A<br />

C of branch<strong>in</strong>g roads To vanish<strong>in</strong>g<br />

Po<strong>in</strong>t B<br />

To vanish<strong>in</strong>g po<strong>in</strong>t A<br />

Roads B and C <strong>in</strong>tersect at a right angle


O Choose road vanish<strong>in</strong>g po<strong>in</strong>ts<br />

#<br />

@ Draw roads from each vanish<strong>in</strong>g po<strong>in</strong>t<br />

BA<br />

B hamnl<strong>in</strong>uation<br />

The closer the road is <strong>to</strong> the horizon, the narrower it will look, so<br />

be careful not <strong>to</strong> make roads B and C <strong>to</strong>o wide.<br />

Build<strong>in</strong>gs stand along the road, so<br />

the road vanish<strong>in</strong>g po<strong>in</strong>t serves as<br />

the perspective.<br />

Vanish<strong>in</strong>g po<strong>in</strong>t


What do you do when the vanish<strong>in</strong>g<br />

po<strong>in</strong>t of the build<strong>in</strong>g you want <strong>to</strong><br />

<strong>draw</strong> is located off the paper? There<br />

are three th<strong>in</strong>gs you can do.<br />

'1 . Add paper<br />

2. Use a copier<br />

3. Draw guidel<strong>in</strong>es<br />

H<br />

4.'<br />

D--<br />

@<br />

Attach temporarily<br />

with mask<strong>in</strong>g tape,<br />

etc.<br />

O Draw a rough sketch <strong>in</strong> a size that is easy<br />

<strong>to</strong> <strong>draw</strong><br />

@ Make an enlarged copy<br />

Use a copier <strong>to</strong> enlarge the rough sketch <strong>to</strong><br />

the desired size.<br />

@ Trace<br />

Put trac<strong>in</strong>g paper or transparent PPC (copy) paper over the<br />

enlarged rough sketch and <strong>draw</strong> with pen.<br />

JO


3nce you have decided on the outer border of<br />

lte build<strong>in</strong>g, partition the vertical l<strong>in</strong>es.<br />

@ L<strong>in</strong>k each partition po<strong>in</strong>t<br />

@ Start <strong>draw</strong><strong>in</strong>g us<strong>in</strong>g the l<strong>in</strong>es as a guide<br />

gw<br />

loilumn' One trick is <strong>to</strong> <strong>draw</strong> the partition l<strong>in</strong>es us<strong>in</strong>g yellow or blue colored pencits (yellow and<br />

blue wiil not show up when pr<strong>in</strong>ted). rt is usua[y on one side or the other that the<br />

vanish<strong>in</strong>g po<strong>in</strong>t becomes so far away that you cannot reach it with a ruler.<br />

3ei<br />

l<br />

i<br />

I<br />

I<br />

1<br />

I


When <strong>draw</strong><strong>in</strong>g a<br />

build<strong>in</strong>g, capture<br />

the dist<strong>in</strong>ctive<br />

features of the<br />

build<strong>in</strong>g.<br />

Draw wide<br />

build<strong>in</strong>gs like a<br />

gymnasium<br />

us<strong>in</strong>g two-po<strong>in</strong>t<br />

perspective.<br />

Dist<strong>in</strong>ctive features of gymnasiums<br />

Exterior: Many are wide and have a round roof.<br />

lnterior: Spacious. Try <strong>to</strong> present them <strong>in</strong> a way that<br />

makes them look spacious.<br />

@ F<strong>in</strong>d the apex of the arc<br />

O Give the gymnasium shape<br />

@ Draw the roof us<strong>in</strong>g an oval template<br />

When giv<strong>in</strong>g the gymnasium shape, enclose<br />

the roof portion <strong>in</strong> a box.<br />

<strong>How</strong> <strong>to</strong> align the oval template:<br />

The type of oval you choose depends 0n your<br />

preferences and the image you have of the roof.


,Mne fie floor and wails big <strong>to</strong> express the spaciousness and height of tne nullng.<br />

When you <strong>draw</strong> a scene close <strong>to</strong> a wall, create the<br />

atmosphere of a gymnasium by <strong>in</strong>clud<strong>in</strong>g w<strong>in</strong>dows<br />

near the floor, protective bars on w<strong>in</strong>dows and other<br />

dist<strong>in</strong>ctive objects.<br />

You can present a wide-open space by putt<strong>in</strong>g the<br />

floor l<strong>in</strong>es higher and <strong>draw</strong><strong>in</strong>g w<strong>in</strong>dows smafler.<br />

41


When <strong>draw</strong><strong>in</strong>g backgrounds, the<br />

size of characters is very impoftant.<br />

Here you will learn how <strong>to</strong> <strong>draw</strong> a<br />

background from the perspective of<br />

characters.<br />

Sense of distance of<br />

characters stand<strong>in</strong>g <strong>in</strong><br />

a straiqht l<strong>in</strong>e<br />

Let's try figur<strong>in</strong>g out the vanish<strong>in</strong>g<br />

po<strong>in</strong>t and horizon from the wall<br />

<strong>draw</strong>n beh<strong>in</strong>d these characters<br />

stand<strong>in</strong>g <strong>in</strong> a straight l<strong>in</strong>e.<br />

i<br />

,,1<br />

a<br />

^/H V I<br />

&<br />

v<br />

I<br />

I<br />

o.<br />

MI<br />

\)v<br />

The three characters are Pretty<br />

much <strong>in</strong> a straight l<strong>in</strong>e when seer<br />

from above.<br />

The horizon is the<br />

same height as the<br />

face of Girl A. These<br />

three characters are<br />

-* stand<strong>in</strong>g <strong>in</strong> a straight<br />

l<strong>in</strong>e, so even if there is<br />

a height difference<br />

between the<br />

characters, the<br />

relationship of the<br />

other two characters is<br />

like that shown <strong>in</strong> the<br />

side view.<br />

When viewed from the side, GirlA is the only one that<br />

fits <strong>in</strong> with the background.<br />

t<br />

Vanish<strong>in</strong>g poi<br />

1. L<strong>in</strong>k the feet of GirlA with the vanish<strong>in</strong>g<br />

po<strong>in</strong>t.<br />

2. S<strong>in</strong>ce the three characters are stand<strong>in</strong>g ir<br />

straight l<strong>in</strong>e, move the other two character<br />

<strong>to</strong> the same l<strong>in</strong>e as GirlA.<br />

42


Vanish<strong>in</strong>g po<strong>in</strong>t<br />

/<br />

characters on the same perspective l<strong>in</strong>e<br />

ff: <strong>in</strong> a straight l<strong>in</strong>e.<br />

-\- <strong>Perspective</strong> l<strong>in</strong>e<br />

43


lac<strong>in</strong>g multiple characters<br />

-<br />

Slide method<br />

1. Draw the orig<strong>in</strong>al character.<br />

2. Choose an appropriate vanish<strong>in</strong>g<br />

po<strong>in</strong>t, l<strong>in</strong>k it <strong>to</strong> the character and<br />

<strong>draw</strong> characters <strong>in</strong> front of and<br />

beh<strong>in</strong>d the orig<strong>in</strong>al character.<br />

Note:All the characters are the same height<br />

Choose a vanish<strong>in</strong>g po<strong>in</strong>t near the<br />

orig<strong>in</strong>al character.<br />

You can choose any number<br />

of vanish<strong>in</strong>g po<strong>in</strong>ts for<br />

plac<strong>in</strong>g characters.<br />

,,t<br />

0rig<strong>in</strong>ahharacter<br />

Y<br />

I<br />

- - -1- - - - - - -- -L - - - *- - - -- - -<br />

New vanish<strong>in</strong>g po<strong>in</strong>t New vanish<strong>in</strong>g po<strong>in</strong>t<br />

Randomly choose<br />

vanish<strong>in</strong>g po<strong>in</strong>ts<br />

lL<br />

Column: Place multiple characters by slid<strong>in</strong>t'one character. You can th<strong>in</strong>k of it as placement by<br />

reproduction/movement.


f<br />

oraw one character<br />

Draw<strong>in</strong>g groups of characters can be quite difficult. lf you<br />

don't <strong>draw</strong> them carefully, characters can look like they<br />

are float<strong>in</strong>g or s<strong>in</strong>k<strong>in</strong>g or they will not fit <strong>in</strong> with the<br />

background.<br />

Process:<br />

1. Draw a character around which the other characters will<br />

be based.<br />

2. Choose a horizon and vanish<strong>in</strong>g po<strong>in</strong>t and <strong>draw</strong> a rough<br />

sketch of the background.<br />

3. Based on the first character you drew, beg<strong>in</strong> plac<strong>in</strong>g all<br />

the other characters from the vanish<strong>in</strong>g po<strong>in</strong>t (this is<br />

called the slide method).<br />

4. Lastly, <strong>draw</strong> the background.<br />

fte other characters will be <strong>draw</strong>n based<br />

rn the first character.<br />

Column: lt does not matter if the background changes a little<br />

later on. When <strong>draw</strong><strong>in</strong>g the first character, it is<br />

important <strong>to</strong> choose the horizon and vanish<strong>in</strong>g<br />

po<strong>in</strong>t, which are the core of the picture.


Draw a short horizontal l<strong>in</strong>e where you want <strong>to</strong><br />

put the character.<br />

t_*w<br />

View from above<br />

Supplementary l<strong>in</strong>e <strong>to</strong> l<strong>in</strong>d the"<br />

When you want <strong>to</strong> <strong>draw</strong> a character<br />

beh<strong>in</strong>d the first character<br />

Column: Stand<strong>in</strong>g directly <strong>in</strong> front of or directly beh<strong>in</strong>d is the same as<br />

stand<strong>in</strong>g <strong>in</strong> a straight l<strong>in</strong>e. This is called "characters on the<br />

same l<strong>in</strong>e."


T-c<br />

domly place characters<br />

View from above<br />

tu<br />

-:'r you want <strong>to</strong> place<br />

.:"-acters like this and not<br />

- . sfaight l<strong>in</strong>e, there are<br />

i,r : #0!S <strong>to</strong> do it.<br />

Vanish<strong>in</strong>g po<strong>in</strong>l<br />

:<br />

J=-<br />

Lll<br />

Camera<br />

0rig<strong>in</strong>al character<br />

@<br />

C<br />

Where you want <strong>to</strong><br />

new<br />

r, ::'zcter on this l<strong>in</strong>e will be \<br />

m '': with the orig<strong>in</strong>al ---{<br />

lilTmiil?:?r <strong>in</strong> relation <strong>to</strong> the road. ',<br />

O Slid<strong>in</strong>g backward and fonruard-Draw<br />

placement vanish<strong>in</strong>g po<strong>in</strong>t<br />

Draw a placement vanish<strong>in</strong>g po<strong>in</strong>t a<br />

little <strong>to</strong> the left of the orig<strong>in</strong>at<br />

7 vanish<strong>in</strong>g po<strong>in</strong>t.<br />

/&<br />

_--_FI]l-i:_<br />

)t)<br />

lt<br />

II I}<br />

Slid<strong>in</strong>g from the new vanish<strong>in</strong>g po<strong>in</strong>t<br />

@ Parallel translation and slid<strong>in</strong>g backward<br />

and fonruard-0n the basis of dummy<br />

i{Y (l_---T_---<br />

i' \ l:4. i<br />

'\i( l-/<br />

I<br />

-- - j*<br />

Slide the orig<strong>in</strong>al character <strong>in</strong><strong>to</strong> a<br />

parallel position (height is the same).<br />

*/"ry<br />

.'\t<br />

I f<br />

I<br />

I<br />

ptacement<br />

vanish<strong>in</strong>g<br />

Po<strong>in</strong>t - -r--<br />

Put a placement vanish<strong>in</strong>g po<strong>in</strong>t<br />

near the dummy.<br />

:<br />

47


i1;,l}ttK-<br />

48<br />

Column: For scenes of students go<strong>in</strong>g <strong>to</strong> school, place blocks of two or three students walk<strong>in</strong>g side by side anc<br />

place a s<strong>in</strong>gle student beh<strong>in</strong>d, <strong>in</strong> front of or beside them.


,-4<br />

'': - rn;yl'il,H:iliT:iy,:f";t'rs <strong>in</strong> tne <strong>to</strong>iesr;nd,;;; i;;; l;A;;;;;;i;i;i;;t|1;<br />

49


<strong>How</strong> <strong>to</strong> create height ditferenceS -<br />

All the characters will be<br />

the same height if you just<br />

slide backward and<br />

fonruard and use parallel<br />

slid<strong>in</strong>g. When you want <strong>to</strong><br />

express height differences,<br />

do so by rais<strong>in</strong>g and<br />

lower<strong>in</strong>g the head, leav<strong>in</strong>g *<br />

the feet as they are.<br />

Rais<strong>in</strong>g and <strong>to</strong>wer<strong>in</strong>g the head<br />

-30 cm<br />

(-11. Bl <strong>in</strong>.)<br />

A human head is about 30 cm<br />

(11.81 <strong>in</strong>.). Use a height of 160 cn<br />

(5.25 ft.).<br />

1<br />

|<br />

+20 cm<br />

(+7.87 <strong>in</strong>.)<br />

+15 cm<br />

(+5.91 i"<br />

0ne.hef,d shorter<br />

Height about 130 cm<br />

2i3 head longer<br />

Height about 18,<br />

\ll characters are the same height,<br />

t,.6o<br />

r*<br />

lg*m ,'/<br />

180 cm = 5,90 ft.<br />

160 cm = 5.25 ft.<br />

150 cm = 4.92 ft.<br />

130 cm = 4.27 ft.<br />

Not good<br />

,J<br />

"--"***^<br />

z1 |<br />

.a<br />

.L<br />

Good<br />

rT1<br />

\/I * r-***-r"-<br />

"48' i ,.-.*<br />

Y rTvl<br />

I<br />

'ii.<br />

:fii<br />

1i:r<br />

-.; - *.*-l*-.1 .-i-<br />

Rais<strong>in</strong>g and lower<strong>in</strong>g the feet make a<br />

character float or s<strong>in</strong>k.<br />

50<br />

Column: Give each person <strong>in</strong> a crowd a different direction and<br />

different clothes <strong>to</strong> make a picture come alive.


ffi,.orno.<br />

An easier<br />

<strong>to</strong> <strong>draw</strong> crowds<br />

- '.,,v various sized heads on the horizon<br />

-:. Then <strong>draw</strong> the bodies us<strong>in</strong>g the heads Draw various sized heads<br />

:: a measure of each person,s height.<br />

Cut with rough image of background<br />

r . Horizon


Measure the length of<br />

the head and multi<br />

<strong>to</strong> get the <strong>to</strong>tal length<br />

of the character.<br />

Multiply by five if the<br />

head<strong>to</strong>-body ratio is<br />

1:5 and multiply by six<br />

if the head-<strong>to</strong>-body<br />

ratio is 1:6.<br />

Length of head<br />

Note:Always multiply the head length by the same<br />

number for all characters.<br />

All are multiplied by different number.<br />

Reference: ln the case of a head<strong>to</strong>-body ratio of 1:ti<br />

ln this <strong>draw</strong><strong>in</strong>g, heights were determ<strong>in</strong>ed us<strong>in</strong>g the<br />

same head-<strong>to</strong>-body ratio before <strong>in</strong>dividual differences<br />

<strong>in</strong> head-<strong>to</strong>-body ratio were added.<br />

After the<br />

<strong>to</strong>tal length<br />

has been<br />

determ<strong>in</strong>ed,<br />

balance the<br />

characters<br />

<strong>to</strong> taste.<br />

All are multiplied by five. Good<br />

Characters <strong>draw</strong>n with a head-<strong>to</strong>-body<br />

Head-<strong>to</strong>-body ratio of 1:5<br />

Head<strong>to</strong>-body ratio of 1:6


3,ack<br />

for bust shots of characters<br />

-=^ <strong>draw</strong><strong>in</strong>g backgrounds for bust shots of characters, <strong>draw</strong> the<br />

,-:': body of the character even if it won't all appear <strong>in</strong> the<br />

.<br />

--'e.<br />

--; ^eight of the build<strong>in</strong>g door and guardrail should be <strong>draw</strong>n <strong>in</strong><br />

Rough image<br />

Edge of sidewalk<br />

(road side)<br />

I i,.,<br />

<strong>Perspective</strong> l<strong>in</strong>e \<br />

represent<strong>in</strong>g<br />

the edge of the build<strong>in</strong>g<br />

Draw<strong>in</strong>g build<strong>in</strong>g on right<br />

<strong>in</strong><strong>in</strong>o heioht of<br />

door<br />

-----t ----'-l<br />

I<br />

<strong>Perspective</strong> l<strong>in</strong>e<br />

<strong>in</strong>dicat<strong>in</strong>g height<br />

of door (2 m)<br />

I<br />

Slide character horizontally (<strong>draw</strong><br />

dummy)<br />

@<br />

\'<br />

2m<br />

' 1.8 m<br />

;, " rrrcnize the<br />

illlill,."= :f the<br />

,":3ter<br />

(<br />

ll I lilll ,: j'ound and<br />

tf. 1 -: :fiaracter<br />

--lllllti a dummy.<br />

door=2m(6,56ft,)<br />

t<br />

*-*.<br />

(adult male) = 1,8 m (5.90 ft.)<br />

The height 0, the door is about one head higher than the characler<br />

Column: Synchronize the scale of the character and the background. When <strong>draw</strong><strong>in</strong>g the<br />

background, clearly show how high background parts are above the ground. When you<br />

try <strong>to</strong> do it by eye, you end up with doors that are <strong>to</strong>o big or houses that are <strong>to</strong> small<br />

<strong>in</strong> relation <strong>to</strong> the character.


ng guardrail 1<br />

n<strong>in</strong><strong>in</strong>g height of guardrail<br />

I \ t,a<br />

lt |<br />

:<br />

1<br />

I ,' l\<br />

.ll<br />

i ' t,<br />

. J:<br />

tl,t\<br />

i1 \<br />

{\<br />

i l: \<br />

',;*'; \<br />

-'t<br />

o Slide the character <strong>to</strong> the edge of the<br />

l<br />

j<br />

I<br />

i<br />

The height of the guardrail is a little above<br />

the thighs<br />

ng guardrail 2<br />

rail poles at even <strong>in</strong>tervals<br />

@ Draw a supplementary l<strong>in</strong>e horizontally<br />

at a little above thigh height.<br />

@ You get the right guardrail heig'<br />

<strong>in</strong> relation <strong>to</strong> the size of the<br />

character.<br />

@ Draw a supplementary l<strong>in</strong>e.<br />

@ Determ<strong>in</strong>e the position of<br />

,f<br />

\,Third pole<br />

/The <strong>in</strong>terval between<br />

guardrail poles is uniform.<br />

You are free <strong>to</strong> choose any<br />

<strong>in</strong>terval.<br />

Divide at 1i2 the height<br />

Supplementary l<strong>in</strong>e <strong>in</strong><br />

direction of vanish<strong>in</strong>g po<strong>in</strong>t.<br />

@ Determ<strong>in</strong>e positions<br />

of rema<strong>in</strong><strong>in</strong>g poles.<br />

\<br />

,ono* or<br />

second pole<br />

'll2 supplementary<br />

54


J JJJ<br />

==2,


Do not use perspective <strong>draw</strong><strong>in</strong>g<br />

<strong>in</strong>discrim <strong>in</strong>ately when <strong>draw</strong><strong>in</strong>g<br />

long shots of build<strong>in</strong>gs and<br />

upward and downward views,<br />

etc. Simple ideas can create<br />

large effects.<br />

Draw<strong>in</strong>g upward views<br />

ical two-po<strong>in</strong>t perspective<br />

When <strong>draw</strong><strong>in</strong>g an upward view,<br />

assume the location from the<br />

placement of build<strong>in</strong>gs <strong>in</strong> a<br />

rough sketch. The technique<br />

you will use is veftical twopo<strong>in</strong>t<br />

perspective.<br />

Character<br />

tb I<br />

Cut based on proposal 2<br />

build<strong>in</strong>g<br />

ffi<br />

Location proposal 2<br />

1,,fr,,1<br />

G<br />

D<br />

E<br />

F<br />

Characl er Street<br />

56<br />

B<br />

A<br />

"*,1<br />

c


-:n picture ispracedon itssiol"""'" ,y1;33,:il,i:{i.li;ffi;;;H::[#:?l,lHJ:,#T::, $<br />

look<strong>in</strong>s up ano'oown-ai;;,Xffi,ffise ]/'u are s<strong>to</strong>pp<strong>in</strong>g ano<br />

fu<br />

_il<br />

3$i<br />

k'edtbpotut<br />

illt@s ranish<strong>in</strong>g po<strong>in</strong>t:<br />

illtlwvanish<strong>in</strong>g<br />

r@As was<br />

ffi&m vani<br />

Generally, <strong>in</strong> one_po<strong>in</strong>t perspective and<br />

tw_o-po<strong>in</strong>t perspective <strong>draw</strong><strong>in</strong>gs the<br />

<strong>in</strong> vanish<strong>in</strong>g po<strong>in</strong>t is always placed on the<br />

norizon and objects i<br />

perpe n d icu rai iil; iffi:T i:TJ".J<br />

ji ,'<br />

two-po<strong>in</strong>t perspective, tne vanisfrrng<br />

;<strong>in</strong>h<br />

are. placed near the <strong>to</strong>p and Oot<strong>to</strong>*ii<strong>in</strong>u"<br />

picture<br />

\ --xr<br />

tr..'\<br />

. "r"'\ I<br />

.,...."\<br />

\<br />

\\\ \\X<br />

\\/<br />

. \\ !\ ''...\"<br />

\<br />

two-po<strong>in</strong>t<br />

I<br />

/'.,, I .'r1..'{l,,.#rr, \ it<br />

I lt 1 , /\ ,,<br />

i li-''*':'l b<br />

!11 ,l il ,-,<br />

/ '*<br />

-<br />

'--i<br />

g';g--- -ffi1 I Fil)=Q';:".+f<br />

":-:.-:;:i{S{,::--


Three-po<strong>in</strong>t perspective <strong>draw</strong><strong>in</strong>g<br />

-,',0-po<strong>in</strong>t perspective is a technique for creat<strong>in</strong>g a cubic effect by giv<strong>in</strong>g a sense of<br />

- stance <strong>to</strong> the left and right of a picture.<br />

- three-po<strong>in</strong>t perspective, a third vanish<strong>in</strong>g po<strong>in</strong>t is added <strong>to</strong> give a sense of<br />

: stance <strong>to</strong> height. Unlike one-po<strong>in</strong>t and two-po<strong>in</strong>t perspectives, the usual vedical<br />

,-i parallel l<strong>in</strong>es are not present.ln addition, the horizon l<strong>in</strong>e and vertical l<strong>in</strong>es<br />

-<br />

::rsect perpendicularly.<br />

,fu wj<br />

Two-po<strong>in</strong>t perspective<br />

Three-po<strong>in</strong>t perspective<br />

allows you <strong>to</strong> <strong>draw</strong><br />

powedul pictures.


Aerial view of scenery<br />

Bird's-eye view<br />

When <strong>draw</strong><strong>in</strong>g a bird's-eye<br />

view and the horizon is not<br />

visible, there is no perspective<br />

(vanish<strong>in</strong>g po<strong>in</strong>t). Draw<br />

build<strong>in</strong>gs parallel lengthwise<br />

and crosswise.<br />

Do not th<strong>in</strong>k <strong>to</strong>o much<br />

about perspective <strong>in</strong><br />

bird's-eye view pictures.<br />

Skyscrapers<br />

For placement o{ build<strong>in</strong>gs,<br />

try.<strong>draw</strong><strong>in</strong>g-a map<br />

terill0i!0llpqf$:$rtelpsiilaralr*Iei,g&d$-6_:i,]<br />

ti.;lrt: :!,:,::::r:i::,::r,;ii::rr:::,,,. -r'.1-.rr...-..,<br />

:i:lgri{r.c$rt*ixll,ber::]r:,:l:::i:':iii::ii:<br />

r:,:::::<br />

:nOii'iielg$iiSgi:<br />

!.ri&i?,0ii1&:::i:i::il


column: when <strong>draw</strong><strong>in</strong>g a bird's-eye view of scenery us<strong>in</strong>g one-po<strong>in</strong>t perspective, freely place the vanish<strong>in</strong>g po<strong>in</strong>t<br />

<strong>in</strong> accordance with the objective of the piciure or the composition.<br />

61


Mak<strong>in</strong>g a qroup of build<strong>in</strong>qs <strong>in</strong> the distance look cool<br />

When <strong>draw</strong><strong>in</strong>g a group of build<strong>in</strong>gs <strong>in</strong> the distance, reduce the<br />

of the buildi<br />

Reduc<strong>in</strong>g the depth of build<strong>in</strong>gs is effective when the ma<strong>in</strong> subject is <strong>in</strong> the foreground and the build<strong>in</strong>gs are<br />

used for pure scenery <strong>in</strong> the background.<br />

Reference:Town <strong>in</strong> the distance<br />

This<br />

ofa<br />

an obiec't is the less thieK


When <strong>draw</strong><strong>in</strong>g a l<strong>in</strong>e of build<strong>in</strong>gs us<strong>in</strong>g one-po<strong>in</strong>t perspective,<br />

mak<strong>in</strong>g the width (depth) of build<strong>in</strong>gs narrower elim<strong>in</strong>ates the<br />

cramped feel<strong>in</strong>g.<br />

6ct*<br />

Draw objects far away with th<strong>in</strong> l<strong>in</strong>es. For l<strong>in</strong>es that<br />

run <strong>in</strong><strong>to</strong> characters, <strong>draw</strong> them th<strong>in</strong> as if they fade<br />

away and do not make contact with the character.<br />

There is a big difference even then the frames are the same<br />

size and the vanish<strong>in</strong>g po<strong>in</strong>ts are <strong>in</strong> the same position.<br />

Build<strong>in</strong>gs <strong>draw</strong>n with reduced width<br />

Build<strong>in</strong>gs <strong>draw</strong>n with normal width<br />

Column: When you want <strong>to</strong> avoid <strong>draw</strong><strong>in</strong>g a confus<strong>in</strong>g group of build<strong>in</strong>gs <strong>in</strong> a long, narrow frame, <strong>draw</strong> build<strong>in</strong>gs<br />

as if they were <strong>in</strong> the distance us<strong>in</strong>g narrow depth l<strong>in</strong>es.


when the<br />

is curved<br />

Dis<strong>to</strong>rted ground<br />

used for dramatic<br />

presentation can<br />

be used <strong>in</strong> a<br />

picture where you<br />

are look<strong>in</strong>g up<br />

from a low place.<br />

Place the<br />

vanish<strong>in</strong>g po<strong>in</strong>t <strong>in</strong><br />

the middle directly<br />

above the picture.<br />

Groupff:huild<strong>in</strong>ge ; Wfien,dnw<strong>in</strong> us<strong>in</strong>s, vertieal'hrrro.p<strong>in</strong>t perspective<br />

View from above<br />

The amount of dis<strong>to</strong>rtion of the<br />

curved surface depends on<br />

ndividual sensitivity. Draw freely.<br />

ln fie case of a group of build<strong>in</strong>gs,<br />

rse vertical two-po<strong>in</strong>t perspective.


65<br />

,'lhen depict<strong>in</strong>g outer space <strong>in</strong> <strong>manga</strong>, compose pictures<br />

r a way that creates a sense of distance.<br />

" Paft of a large planet <strong>in</strong> the<br />

foreground<br />

- Many small stars <strong>in</strong> the<br />

distance<br />

: ln the middle, place planets<br />

ihat are just big enough for<br />

,,ou <strong>to</strong> can discern their<br />

:atterns.<br />

splatter white conection fruid for the dots represent<strong>in</strong>g very sma, stars.<br />

<strong>How</strong> <strong>to</strong> splatter correction fluid<br />

Dots will be large if you do<br />

it away from the paper.<br />

Put oil-based correction fluid on tip of pen<br />

0<br />

a7o<br />

a<br />

/a<br />

@ Ftick with brush<br />

Dots will be<br />

small if you do<br />

it close <strong>to</strong> the<br />

paper.<br />

column: correction fruid wi, spratter <strong>in</strong> the generar vic<strong>in</strong>ity, so put tape around<br />

the manuscript and frame <strong>to</strong> mask;;;.'


Mak<strong>in</strong>g planets realistic<br />

Use a template for<br />

planet circles.<br />

Representation of<br />

outer space<br />

Present the depth and<br />

mysteriousness of outer<br />

space us<strong>in</strong>g special <strong>to</strong>ne<br />

patterns and apply<strong>in</strong>g layers<br />

of <strong>to</strong>ne.<br />

otE r<br />

03E<br />

(-)o3<br />

,--, (J 3<br />

! -, /--\ :<br />

!-r- 3<br />

( )-:<br />

ooi<br />

Give planets a <strong>to</strong>uch of color and apply <strong>to</strong>ne <strong>to</strong> make them round<br />

and <strong>to</strong> make them look heavy.


Chqpter 3<br />

Disiqnce of Noturul<br />

Oblects<br />

Tree-l<strong>in</strong>ed Roqd slljght ond Shodow/Sly


Draw<strong>in</strong>q roadside trees<br />

To <strong>draw</strong> roadside trees<br />

planted at even<br />

<strong>in</strong>tervals, choose the<br />

positions of the first and<br />

second trees and use<br />

the technique <strong>to</strong> an even<br />

<strong>in</strong>terval. Th<strong>in</strong>k of tree<br />

trunks as poles,<br />

O Draw one tree<br />

lir,<br />

Side view<br />

@ Draw supplementary<br />

l<strong>in</strong>e.<br />

€) Choose <strong>in</strong>terval<br />

between trees.<br />

ta....<br />

Place on sidewalk slightly<br />

away from road l<strong>in</strong>e.<br />

@ Draw "pole" for<br />

second tree.<br />

Draw vanish<strong>in</strong>g<br />

po<strong>in</strong>t and<br />

supplementary<br />

l<strong>in</strong>es connect<strong>in</strong>g it<br />

with tip of the tree<br />

and the base.<br />

Mark the spot<br />

where you want <strong>to</strong><br />

plant the next<br />

tree.<br />

@ Turn <strong>in</strong><strong>to</strong> trees.<br />

Second tree<br />

.i<br />

,;'<br />

a,',<br />

@ Determ<strong>in</strong>e where <strong>to</strong> plant the<br />

rest of the trees.<br />

Fourth tree<br />

I<br />

.I<br />

Draw trees by flesh<strong>in</strong>g out<br />

the poles.<br />

Column:When <strong>draw</strong><strong>in</strong>g roadside trees and tree-l<strong>in</strong>ed roads, first clearly sketch the road<br />

and sidewalk. (Needless <strong>to</strong> say, you need a vanish<strong>in</strong>g po<strong>in</strong>t and horizon.)


lraw a l<strong>in</strong>e of trees on<br />

,re side of the treered<br />

road and slide it <strong>to</strong><br />

::e opposite side.<br />

-<br />

Draw a l<strong>in</strong>e of<br />

trees on one side<br />

of the road.<br />

@ Draw a perspective l<strong>in</strong>e<br />

where the trees will<br />

be placed.<br />

<strong>Perspective</strong> l<strong>in</strong>e where<br />

trees will be placed<br />

7<br />

tl<br />

j<br />

I<br />

1' ---'-' <strong>Perspective</strong> l<strong>in</strong>e for road<br />

69<br />

@ Slide <strong>to</strong> the opposite side.<br />

The trick is <strong>to</strong> raise veftical l<strong>in</strong>es from the<br />

rerspective l<strong>in</strong>e where trees will be placed.<br />

.w.<br />

Golumn:This technique can also be used for <strong>draw</strong><strong>in</strong>g opposiig doors <strong>in</strong> condom<strong>in</strong>iums<br />

and hotels and oppos<strong>in</strong>g w<strong>in</strong>dows on tra<strong>in</strong>s.<br />

/


Draw<strong>in</strong>g shrubbery<br />

Shrubbery can be round<br />

or square. lt is best <strong>to</strong><br />

simplify it.<br />

Square type<br />

ooo<br />

Round type<br />

ri ,:<br />

Th<strong>in</strong>k of square shrubbery as a<br />

rectangular parallelepiped <strong>in</strong> perspective.<br />

Like tree-l<strong>in</strong>ed roads, round shrubbery is<br />

often planted at even <strong>in</strong>tervals.<br />

l ''s.<br />

shrubbery, th<strong>in</strong>k about how<br />

light is hitt<strong>in</strong>g them.<br />

6't<br />

A tree consists of leaves and a trunk.<br />

There is no need <strong>to</strong> <strong>draw</strong> everyth<strong>in</strong>g. ln the case of both trunks and<br />

leaves, do not <strong>draw</strong> the parts with light hitt<strong>in</strong>g them.<br />

-<br />

Th<strong>in</strong>k about the direction of the light and <strong>draw</strong> the shadowed parts.<br />

Give the trunk the feel of a trunk and leaves the feel of a leaf.


Example: Boadside trees <strong>draw</strong>n far apaft<br />

T-<br />

kEler@-L@tesE<br />

:;:, nese parasol/Maple<br />

$.<br />

i'-\)44<br />

: Y/<br />

!^ \v//<br />

1--l-**<br />

Sycamore<br />

iN)N'\<br />

\( \N)<br />

t\<br />

CherrylZelkova<br />

M<br />

ffiffi<br />

AurNS, @ g"<br />

Ch<strong>in</strong>aberry/False acacia<br />

Example: Roadside trees <strong>draw</strong>n close <strong>to</strong>gether


l{ow, ..hi<br />

had6illlsii.,iiii.....i<br />

1;. r:urself the follow<strong>in</strong>g<br />

: - :S-rrons when <strong>draw</strong><strong>in</strong>g<br />

:* j[o''vS. 'What is the light<br />

-: -'ae?" "What direction is<br />

:-n qlt com<strong>in</strong>g from?"<br />

Sh<strong>in</strong><strong>in</strong>g from directly above:<br />

Shadow is short (around noon).<br />

Shadows could be various<br />

shapes depend<strong>in</strong>g on the<br />

shape of the ground and the<br />

presentation.<br />

Sh<strong>in</strong><strong>in</strong>g from an angle:<br />

Shadow is somewhai long.<br />

[0rcr']-rng or even<strong>in</strong>g:<br />

SiirEi,ow is long.<br />

--: -,,r8I the sun is, the<br />

: - : :" :te shadow will be.<br />

qI<br />

++<br />

East<br />

18:00<br />

16:00<br />

14:00<br />

Even<strong>in</strong>g sun \ The lengths of shadows<br />

-t created bY sunlight are<br />

t:4^-^-r<br />

-.*=€ different depend<strong>in</strong>g on the<br />

time of day.<br />

West<br />

When <strong>draw</strong><strong>in</strong>g shadows <strong>in</strong><br />

6:00<br />

<strong>manga</strong>, choose the length<br />

and direction of shadows<br />

by th<strong>in</strong>k<strong>in</strong>g about what<br />

time of the day it is.<br />

Shadows<br />

below eaves<br />

Sunlight<br />

summer -<br />

Make them<br />

't,:,',',,,,.',,t'.,'.,<br />

solid.<br />

Rays are weak <strong>in</strong> spr<strong>in</strong>g and<br />

fall. so shadows are also<br />

kht -<br />

dagnnal l<strong>in</strong>es.<br />

Use <strong>to</strong>ne and<br />

Tle rays of the sun reach<br />

te ea'tir as oarallel l<strong>in</strong>es.<br />

Shadows are <strong>in</strong> l<strong>in</strong>e with the rays<br />

of the sun.


Shadows formed by small objects<br />

<strong>Perspective</strong> is<br />

used for<br />

shadows created<br />

by artificial light.<br />

Dlace the<br />

ranish<strong>in</strong>g po<strong>in</strong>t<br />

r the center of a<br />

streetlight and<br />

determ<strong>in</strong>e the<br />

shape of the<br />

shadow by<br />

lonnect<strong>in</strong>g it<br />

,,rith the object<br />

:e<strong>in</strong>g Iit.<br />

When light source is<br />

above, shadow is short.<br />

When light source is above and<br />

<strong>to</strong> the side, shadow is long.<br />

Shadow formed by<br />

florescent light is fa<strong>in</strong>t.<br />

When there are two sources of light,<br />

two shadows appear.<br />

The candle is emitt<strong>in</strong>g light <strong>in</strong> alt<br />

directions. Shadows are formed <strong>in</strong><br />

perspective <strong>to</strong> the center of the flame.<br />

The shadows are fa<strong>in</strong>t s<strong>in</strong>ce the light<br />

itself is not very bright.


At the heafi of this<br />

matter is how <strong>to</strong><br />

place objects. Draw<br />

objects <strong>in</strong> the<br />

foreground bigger<br />

and objects <strong>in</strong> the<br />

background smaller,<br />

and place mid-size<br />

objects between<br />

them.


:i#r-*_.li=lr_-<br />

For ra<strong>in</strong> <strong>in</strong> t-own,'diaw<br />

build<strong>in</strong>gs and shadows <strong>in</strong><br />

a free-hand us<strong>in</strong>g shorl<br />

I<strong>in</strong>es.<br />

lur,l_lr,,"ll<br />

t"-- i,i rl<br />

flwfl$rlj' l'<br />

Technique for solid parts<br />

Gradate parts <strong>in</strong> the distance.<br />

Draw trees and other objects us<strong>in</strong>g<br />

slanted l<strong>in</strong>es.<br />

Use slanted l<strong>in</strong>es<br />

<strong>draw</strong>n free hand.<br />

Add ra<strong>in</strong> l<strong>in</strong>es us<strong>in</strong>g<br />

white correction fluid<br />

on solid pafts.


Rivers<br />

Draw rivers us<strong>in</strong>g the<br />

techniques for <strong>draw</strong><strong>in</strong>g<br />

roads. Choose a<br />

vanish<strong>in</strong>g po<strong>in</strong>t and<br />

<strong>draw</strong> free hand.<br />

Horizon<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

Normal river<br />

(use technique for straight road)<br />

Use two vanish<strong>in</strong>g po<strong>in</strong>ts for<br />

meander<strong>in</strong>g river.<br />

1;-*:'-<br />

Technique for river surface<br />

I Add <strong>to</strong>uches with pen <strong>in</strong><br />

accordance with the<br />

direction and skength of<br />

&e current.


)epend<strong>in</strong>g on the clouds, keep perspective <strong>in</strong> m<strong>in</strong>d when <strong>draw</strong><strong>in</strong>g them.<br />

<strong>Perspective</strong> and natural objects<br />

You can use the concept of perspective without alteration<br />

for <strong>draw</strong><strong>in</strong>g rivers, rnountalns and other foreground '<br />

objeets tlmt move ofi <strong>in</strong><strong>to</strong> the distance.<br />

with a sense of distance or any object you want <strong>to</strong> give a<br />

sense of distance.<br />

77


Various<br />

Scratch with the tip of a cutter.<br />

Cumulonimbus<br />

Blur by cutt<strong>in</strong>g out, eras<strong>in</strong>g with<br />

a sand eraser and shav<strong>in</strong>g.<br />

Sett<strong>in</strong>g sun Apply layers of <strong>to</strong>ne and shave.<br />

iii:,,ti1ll|;tiiltl:iiitii,iiiitit<br />

78


Chopter 4<br />

Drcrw<strong>in</strong>g Indoor Scenes<br />

Ho I lwoys/Silo its / Smq ll Obiects


There are two ways <strong>to</strong> make a hallway <strong>in</strong> a<br />

narrow frame look wide.<br />

O Draw us<strong>in</strong>g irregular two-po<strong>in</strong>t perspective.<br />

" ';,:",11<br />

\:4..'l rrlt<br />

\i.,,/,f \<br />

|Z/Y' :l<br />

s#<br />

t,,,,,,fi,tr .l<br />

I ::,lil. ,.lli<br />

tl:1:::I1<br />

t+:....:l:::!l<br />

\i:{:i}/<br />

l:/r';Altl<br />

i ,T,1,,/<br />

t:i,H<br />

0.Y."E)<br />

m<br />

Hallway <strong>draw</strong>n us<strong>in</strong>g regular<br />

one-po<strong>in</strong>t perspective<br />

@ Widen hallway<br />

Method <strong>to</strong><br />

widen hallway<br />

Vanish<strong>in</strong>g po<strong>in</strong>t for right wall Vanish<strong>in</strong>g po<strong>in</strong>t for left wall<br />

I<br />

[Jse rregular two-po<strong>in</strong>t<br />

cerspective when the<br />

,',,'rr of the hallway is<br />

fued due <strong>to</strong> the sett<strong>in</strong>g.


E.<br />

-re farther apart the two po<strong>in</strong>ts are, the wider the space will be.<br />

Narrow space<br />

When you<br />

reverse the<br />

po<strong>in</strong>ts the<br />

walls are<br />

<strong>draw</strong>n from, it<br />

becomes<br />

narrower than<br />

one-po<strong>in</strong>t<br />

perspective<br />

(when the two<br />

po<strong>in</strong>ts are<br />

close<br />

<strong>to</strong>gether).<br />

Wide space<br />

Draw the right wall from<br />

the right po<strong>in</strong>t and the<br />

left wall from the left<br />

po<strong>in</strong>t.<br />

:<br />

E<br />

The closer the two po<strong>in</strong>ts are, the<br />

closer it will be <strong>to</strong> one-po<strong>in</strong>t<br />

perspective.<br />

*<br />

:rr<br />

I<br />

. -se when you want <strong>to</strong> create tension or<br />

:'3SSUre.


lrregular two-po<strong>in</strong>t perspective is a technique used <strong>to</strong> emphasize<br />

build<strong>in</strong>gs <strong>in</strong> the foreground.<br />

Use this technique when <strong>draw</strong><strong>in</strong>g dead ends and T-shaped junctions.<br />

o This technique is often used for <strong>draw</strong><strong>in</strong>g<br />

the background when you want <strong>to</strong> put the<br />

character <strong>in</strong> the center.<br />

. When <strong>draw</strong><strong>in</strong>g scenery alone, build<strong>in</strong>gs<br />

should end before and after the vanish<strong>in</strong>g<br />

po<strong>in</strong>ts. (unique <strong>to</strong> this technique)<br />

Example: Dead ends, three-forked roads,<br />

<strong>in</strong>sides of cars and airplanes, etc., that<br />

serve as a background <strong>to</strong> characters.<br />

. When us<strong>in</strong>g this technique for T-shaped<br />

junctions, <strong>draw</strong> a wall or house directly<br />

ahead (on the horizon).<br />

Character background/Town<br />

Example: T-shaped junction<br />

82<br />

lrregular two-po<strong>in</strong>t perspective comes <strong>in</strong> handy when you<br />

want <strong>to</strong> make a narrow space (hallway, etc.) look wide or<br />

make a scene <strong>in</strong> a narrow frame Iook wide.


i:i.iii<br />

83


A character sitt<strong>in</strong>g at a desk <strong>in</strong> class. First<br />

imag<strong>in</strong>e the composition you want and<br />

<strong>draw</strong> a rough sketch.<br />

View from above<br />

Rough sketch<br />

F<strong>in</strong>d the vanish<strong>in</strong>g po<strong>in</strong>t from the shoulder l<strong>in</strong>e<br />

of the character and the desk l<strong>in</strong>e.<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

\]"'J*xqa<br />

!\.<br />

\<br />

r..<br />

Shoulder<br />

/<br />

The horizon is determ<strong>in</strong>ed after the vanish<strong>in</strong>g po<strong>in</strong>t<br />

has been determ<strong>in</strong>ed.<br />

After f<strong>in</strong>d<strong>in</strong>g the vanish<strong>in</strong>g po<strong>in</strong>t, <strong>draw</strong> a l<strong>in</strong>e directly <strong>to</strong> the side.<br />

A character sitt<strong>in</strong>g at a desk.<br />

The character, chair and desk are<br />

usually parallel <strong>to</strong> each other.<br />

Not <strong>draw</strong>n <strong>in</strong> perspective


You may <strong>draw</strong> round c,mers free hand, (6)<br />

but trey will lmk sharper I you use an \__/-.<br />

ovartemprate.<br />

\ ]0, :1.0.r,0 arso <strong>draw</strong> the parts that wiil not<br />

be visible.<br />

-<br />

The height of the<br />

chair is about<br />

half that of the<br />

desk.<br />

l<br />

i<br />

t<br />

Draw straight<br />

from around this<br />

t_egs angle<br />

slightly.<br />

oui<br />

.L<br />

Side view<br />

85<br />

d


Common chair/desk composition and the horizon<br />

Vanish<strong>in</strong>g po<strong>in</strong>t


ii:. Horizon


The distance<br />

between a<br />

character and a<br />

wall is represented<br />

by the relationship<br />

between the<br />

position of the<br />

character's feet<br />

and that of the<br />

floor l<strong>in</strong>e.<br />

Near the wall


{<<br />

.')/, //,<br />

R<br />

lndicate the presence of a wall by <strong>draw</strong><strong>in</strong>g a shadow.<br />

lraw a l<strong>in</strong>e separat<strong>in</strong>g the ceil<strong>in</strong>g and walls.<br />

Give the wall a sense of presence by<br />

<strong>draw</strong><strong>in</strong>g shadows on both the floor and wall.<br />

lraw a w<strong>in</strong>dow or bookshelf beh<strong>in</strong>d a character.<br />

Use shadows and<br />

sense of distance<br />

the room layout <strong>to</strong> create a<br />

between characters and walls.<br />

89


When you want <strong>to</strong> <strong>draw</strong> a room<br />

with a person sitt<strong>in</strong>g on the couch<br />

watch<strong>in</strong>g TV as seen from one wall,<br />

staft by <strong>draw</strong><strong>in</strong>g an outl<strong>in</strong>e of the<br />

r00m.<br />

Draw the opposite wall and <strong>draw</strong> a<br />

door, the ceil<strong>in</strong>g, the floor and walls<br />

on either side.<br />

Then <strong>draw</strong> furniture and the person.<br />

Ceil<strong>in</strong>g height<br />

240-270cm - *<br />

You are stand<strong>in</strong>g<br />

here with camera<br />

<strong>in</strong> hand.<br />

270 cm<br />

240 cm<br />

160 cm<br />

150 cm<br />

Room plan<br />

80 cm<br />

1. Draw<strong>in</strong>q the ite wall<br />

Side VIEW<br />

Relationship between person,<br />

camera and ceil<strong>in</strong>g<br />

270 cm = 8.86 ft.<br />

240 cm =7.87 fi.<br />

160 cm = 5.25 ft.<br />

150 cm = 4.92 tt.<br />

80 cm = 2.63 ft.<br />

Staft by <strong>draw</strong><strong>in</strong>g<br />

this wall<br />

O Draw shape of wall.<br />

Draw wall l<strong>in</strong>es from four corners.<br />

90<br />

@ Draw door so it<br />

looks natural relative<br />

<strong>to</strong> the ceil<strong>in</strong>g.<br />

I'l<br />

@ Determ<strong>in</strong>e horizon<br />

and vanish<strong>in</strong>g po<strong>in</strong>t<br />

based on the height of<br />

the door.<br />

. The room may be any width you choose.<br />

. S<strong>in</strong>ce the view is that of a stand<strong>in</strong>g person, <strong>draw</strong> the horizon at about j50 cm.<br />

Plac<strong>in</strong>g the vanish<strong>in</strong>g po<strong>in</strong>t a little <strong>to</strong> the left or right of center will make the<br />

picture look better.<br />

o The ceil<strong>in</strong>g, floor and sidewalls are <strong>draw</strong>n us<strong>in</strong>g l<strong>in</strong>es com<strong>in</strong>g from the vanish<strong>in</strong>g<br />

po<strong>in</strong>t and pass<strong>in</strong>g through the corners.<br />

. Draw a perspective l<strong>in</strong>e on the left and right walls that are the same height as<br />

the door.<br />

column:The perspective l<strong>in</strong>e that is the same height as the door acts as a guide for<br />

determ<strong>in</strong><strong>in</strong>g the height of furniture. Draw<strong>in</strong>g a perspective l<strong>in</strong>e with a dist<strong>in</strong>ct<br />

height is the key <strong>to</strong> <strong>draw</strong><strong>in</strong>g backgrounds <strong>in</strong> both <strong>in</strong>door and outdoor pictures


2. Draw<strong>in</strong>o a rouoh sketch<br />

T<br />

I<br />

{<br />

,,<br />

l'aw the <strong>in</strong>terior on the basis of the plan.<br />

Reference: Completed <strong>draw</strong><strong>in</strong>g with character


O Draw a projection.<br />

@ Draw thickness.<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

@ Draw shape.<br />

80 cm = 31.5 <strong>in</strong>.<br />

40 cm = 15.75 <strong>in</strong>.<br />

25 cm = 9.84 <strong>in</strong>.<br />

15 cm = 5.90 <strong>in</strong>.<br />

Determ<strong>in</strong>e the height of the couch<br />

based on the 150-cm wall l<strong>in</strong>e (same as<br />

height of horizon <strong>in</strong> this <strong>draw</strong><strong>in</strong>g).<br />

Determ<strong>in</strong>e the thickness from this,<br />

Create the overall shape of<br />

the couch by connect<strong>in</strong>g the<br />

vanish<strong>in</strong>g po<strong>in</strong>t and the <strong>to</strong>p<br />

of each vefiical l<strong>in</strong>e.<br />

92<br />

150 cm = 59.06 <strong>in</strong>.<br />

80 cm = 31.5 <strong>in</strong>.<br />

70 cm = 27.56 <strong>in</strong>.<br />

Make corners and edges<br />

round <strong>to</strong> make it look like a<br />

couch.


- l:al'r a projection.<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

i Determ<strong>in</strong>e height.<br />

Height is about half that of the couch.<br />

/, th the table aga<strong>in</strong>st the wall,<br />

:;lerm<strong>in</strong>e the height of the table<br />

-:m the height of the couch.<br />

80 cm = 31.5 <strong>in</strong>.<br />

40 cm = 15.75 <strong>in</strong>.<br />

@ Add thickness.<br />

When <strong>draw</strong><strong>in</strong>g the legs, also <strong>draw</strong><br />

the portions that will not be visible.<br />

93


5. Draw<strong>in</strong>q a TV stand Like the couch and table, start by<br />

<strong>draw</strong><strong>in</strong>g a projection.<br />

Determ<strong>in</strong>e the thickness and<br />

width <strong>in</strong> relation <strong>to</strong> the couch<br />

<strong>draw</strong>n earlier (they do not<br />

have <strong>to</strong> be as exact as the<br />

depth and height).<br />

Completed <strong>draw</strong><strong>in</strong>g<br />

Look<strong>in</strong>g at the floor plan, <strong>draw</strong> it <strong>in</strong><br />

I<strong>in</strong>e with the table, for <strong>in</strong>stance.<br />

Column:Draw <strong>in</strong>door scenes us<strong>in</strong>g one-po<strong>in</strong>t perspective. (Two-po<strong>in</strong>t perspective is not used very often.)


Small objects on<br />

tables and desks<br />

- 1<br />

)raw<strong>in</strong>g without us<strong>in</strong>g<br />

not show this portion.<br />

/<br />

)<br />

-.erspective<br />

- a scene where one side (or<br />

,,, o corners) of a table is not<br />

, s ble, <strong>draw</strong> without us<strong>in</strong>g<br />

:<br />

"'spective.<br />

Show this part of the table.


Small objects on<br />

tables and desks<br />

- 2<br />

Draw<strong>in</strong>g us<strong>in</strong>g perspective<br />

Use perspective for <strong>draw</strong><strong>in</strong>g objects<br />

when the edges of the table or desk<br />

visible.<br />

Small objects on a table <strong>draw</strong>n us<strong>in</strong>g onepo<strong>in</strong>t<br />

perspective each have their own<br />

vanish<strong>in</strong>g po<strong>in</strong>t on the horizon l<strong>in</strong>e (they all<br />

share the same horizon l<strong>in</strong>e).<br />

Tables are often <strong>draw</strong>n us<strong>in</strong>g one-po<strong>in</strong>t<br />

perspective, but objects on a table seldom use<br />

the same vanish<strong>in</strong>g po<strong>in</strong>t as the table.


<strong>How</strong> <strong>to</strong> <strong>draw</strong> cups<br />

Circles on tables<br />

Horizon<br />

. When the <strong>to</strong>p of the table and the horizon l<strong>in</strong>e<br />

lncorrectly <strong>draw</strong>n<br />

are close, use an oval that looks like this.<br />

Th<strong>in</strong> ovals Iook like O are often used for long shots.<br />

Long shots are used for explana<strong>to</strong>ry scenes with<br />

almost the entire body of a character and background.<br />

lncorrectly <strong>draw</strong>n


When the <strong>to</strong>p of the table and the horizon l<strong>in</strong>e are far apaft,<br />

use an oval that looks like Q<br />

.<br />

Horizon<br />

B@<br />

0vals that are almost circles are often used<br />

for close-ups. Close-ups are used when you<br />

want <strong>to</strong> make a strong impression or you<br />

want <strong>to</strong> magnify someth<strong>in</strong>g.<br />

The farther away the circle is from the horizon<br />

l<strong>in</strong>e, the closer it becomes <strong>to</strong> be<strong>in</strong>g a perfect<br />

circle.<br />

Draw the bot<strong>to</strong>m oval of<br />

cans, etc., round.<br />

K/<br />

\7<br />

BB<br />

98


Draw<strong>in</strong>g small ,bfits--_l When <strong>draw</strong><strong>in</strong>g small objects made up of squares, simply<br />

Us<strong>in</strong>g cellular phones as an example<br />

I <strong>draw</strong> all vertical and horizontal l<strong>in</strong>es parallel <strong>to</strong> each other.<br />

Drawn us<strong>in</strong>g one-po<strong>in</strong>t<br />

perspective<br />

Drawn us<strong>in</strong>g two-po<strong>in</strong>t<br />

perspective<br />

ffi<br />

The shapes of small objects will not look<br />

good if the vanish<strong>in</strong>g po<strong>in</strong>t is not pretty far<br />

away.<br />

ff$<br />

Use one-po<strong>in</strong>t perspective when perspective is<br />

used from the standpo<strong>in</strong>t of presentation.<br />

99


You do not normally th<strong>in</strong>k very much about<br />

perspective when <strong>draw</strong><strong>in</strong>g beds. When<br />

<strong>draw</strong><strong>in</strong>g a character sleep<strong>in</strong>g on a bed,<br />

th<strong>in</strong>k of the cubic effect of the person's<br />

body.<br />

-1-r,rr<br />

l_< ;/ //lll\<br />

\tN<br />

ll, r/<br />

"<br />

l[, ,,9<br />

Build a simple model when it is difficult <strong>to</strong><br />

come up with the cubic effect of the<br />

mattress and person.<br />

A doll made with a marble,<br />

ballpo<strong>in</strong>t pens and an eraser was<br />

laid down on a handkerchief<br />

mattress. Tissue paper was used<br />

for the covers.<br />

100<br />

Column: Use perspective when you want <strong>to</strong> create an impressive effect.


101


When <strong>draw</strong><strong>in</strong>g open doors, place separate<br />

vanish<strong>in</strong>g po<strong>in</strong>ts for the frame and the<br />

door.<br />

When viewed from above,<br />

/ffi<br />

<strong>draw</strong> a circle with the axis<br />

as the center. ,'<br />

\_v<br />

The doorknob is <strong>in</strong> the center.<br />

The doorknob is<br />

@,,<br />

on the left.<br />

l"<br />

V<br />

-\ r\, l<br />

\<br />

\l+ /f-'+ I<br />

I<br />

l,'re i<br />

1\i<br />

\<br />

#I<br />

<strong>in</strong>g height<br />

i40 cm<br />

I<br />

240 cm = 7.87 fi.<br />

180 cm = 5.90 ft.<br />

160 cm = 5.25 ft.<br />

80 cm = 2.63 ft.<br />

I<br />

I<br />

Determ<strong>in</strong><strong>in</strong>g door width<br />

. Start <strong>draw</strong><strong>in</strong>g the width ol the door<br />

from the side with the doorknob.<br />

o Make the width of a door <strong>draw</strong>n <strong>in</strong><br />

perspective slightly nanow.<br />

:Make the distance between the <strong>to</strong>p of the door and the ceil<strong>in</strong>g<br />

about B0 cm, which is about half the height of the character.<br />

I<br />

_t


O Draw the door as seen from<br />

straight on.<br />

@ Draw the door open at 1B0o<br />

angle.<br />

of the height and <strong>draw</strong> the door<br />

as seen from straight on.<br />

No matter what the perspective<br />

of the door you want <strong>to</strong> <strong>draw</strong><br />

is, make it look like this when<br />

you <strong>draw</strong> an open door.<br />

O Draw an oval (locus of door).<br />

@ 0pen the door.<br />

Draw an oval that passes through the<br />

apexes represent<strong>in</strong>g the corner of the<br />

door. (l-he oval path the door travels<br />

when opened.)<br />

Draw the bot<strong>to</strong>m door l<strong>in</strong>e<br />

<strong>in</strong>dicat<strong>in</strong>g how far the door is<br />

open.<br />

Top of axis<br />

@ You get an open<br />

door <strong>draw</strong>n <strong>in</strong><br />

perspective.<br />

Vanish<strong>in</strong>g<br />

po<strong>in</strong>t of<br />

opendoor<br />

\<br />

Door locus


Door vanish<strong>in</strong>g ,,'<br />

lil<br />

f/<br />

Horizon<br />

I<br />

@<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

of open door<br />

I<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

of open door<br />

-r_<br />

/=<br />

The door<br />

vanish<strong>in</strong>g<br />

po<strong>in</strong>t is far<br />

away.<br />

Upper vanish<strong>in</strong>g<br />

po<strong>in</strong>t


Move the<br />

vanish<strong>in</strong>g po<strong>in</strong>t<br />

<strong>to</strong> the left when<br />

you want <strong>to</strong><br />

make it look like<br />

you are<br />

up from the left.<br />

--l ^ ,rrhlL<br />

C Draw supplementary l<strong>in</strong>e for <strong>in</strong>cl<strong>in</strong>ation.<br />

//<br />

O Determ<strong>in</strong>e step height.<br />

<strong>to</strong><strong>in</strong>ct<strong>in</strong>atidon vantsh<strong>in</strong>g po<strong>in</strong>t<br />

@ Draw width.<br />

lncl<strong>in</strong>ation vanish<strong>in</strong>g po<strong>in</strong>t<br />

Like slopes, <strong>draw</strong><br />

stairs us<strong>in</strong>g two<br />

vanish<strong>in</strong>g po<strong>in</strong>ts.<br />

ffhe normal eyelevel<br />

vanish<strong>in</strong>g po<strong>in</strong>t<br />

and a vanish<strong>in</strong>g<br />

po<strong>in</strong>t for<br />

determ<strong>in</strong><strong>in</strong>g the<br />

<strong>in</strong>cl<strong>in</strong>ation of the<br />

stairs.)<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

l<strong>in</strong>e for determ<strong>in</strong><strong>in</strong>g step width.<br />

Width l<strong>in</strong>e comes from here<br />

Stairs are <strong>draw</strong>n <strong>in</strong> one-po<strong>in</strong>t perspective us<strong>in</strong>g<br />

two vanish<strong>in</strong>g po<strong>in</strong>ts and two supplementary l<strong>in</strong>es.<br />

105


:Vanish<strong>in</strong>g po<strong>in</strong>t<br />

; (eye-level<br />

vanish<strong>in</strong>g po<strong>in</strong>t)<br />

. Always <strong>draw</strong> the width l<strong>in</strong>e<br />

from the eye-level vanish<strong>in</strong>g<br />

po<strong>in</strong>t.<br />

. Draw the parts that will not<br />

visible as well.


Loddng down a<br />

-- .x of there be<strong>in</strong>g<br />

-: -orizon when you<br />

,"-.1L<br />

/t*<br />

/,<br />

, *&.<br />

i. i t,<br />

.' f}<br />

:-, r, stairs from the<br />

::: cok<strong>in</strong>g down.<br />

-'.,,, them us<strong>in</strong>g<br />

-I<br />

'.::'ral two-po<strong>in</strong>t<br />

:* "r:eCtive.<br />

l''0'iurnn You cannot see the horizon <strong>in</strong> a picture look<strong>in</strong>g down a flight of stairs because of the<br />

composition of the picture.<br />

107


When <strong>draw</strong><strong>in</strong>g a side<br />

view of stairs, there is no<br />

need for an <strong>in</strong>cl<strong>in</strong>ation<br />

vanish<strong>in</strong>g po<strong>in</strong>t. Just pay<br />

attention <strong>to</strong> the eye-level<br />

vanish<strong>in</strong>g po<strong>in</strong>t and<br />

horizon.<br />

The angle of <strong>in</strong>cl<strong>in</strong>ation of the handrail<br />

and that of the stairs are the same.<br />

Difference <strong>in</strong> appearance depend<strong>in</strong>g<br />

on view<strong>in</strong>g location <strong>in</strong> relation <strong>to</strong><br />

vanish<strong>in</strong>g po<strong>in</strong>t<br />

Left of<br />

vanish<strong>in</strong>g po<strong>in</strong>t<br />

Right of vanish<strong>in</strong>g po<strong>in</strong>t<br />

Difference <strong>in</strong> appearance depend<strong>in</strong>g<br />

on view<strong>in</strong>g location <strong>in</strong> relation <strong>to</strong><br />

horizon<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

Above horizon Above horizon<br />

. Cannot see<br />

upper surface<br />

Below horizon<br />

Right of vanish<strong>in</strong>g po<strong>in</strong>t<br />

. Can see height of steps<br />

Below . horizon<br />

Left of vanish<strong>in</strong>g po<strong>in</strong>t<br />

. Can see upper surface<br />

Can see width of steps


-1"<br />

Chopter 5<br />

<strong>How</strong><strong>to</strong> Drqvn<br />

Bockgrounds<br />

leom<strong>in</strong>g by Do<strong>in</strong>g


Let's say you have a name and a character for your <strong>manga</strong>.<br />

All that is left <strong>to</strong> do is <strong>draw</strong> the backgrounds.<br />

Let's take a look at the actual process of <strong>draw</strong><strong>in</strong>g <strong>manga</strong><br />

backgrounds us<strong>in</strong>g perspective.<br />

Draw <strong>to</strong>wn scene here<br />

(residential area).<br />

Proposal draft<br />

('neemu' <strong>in</strong> Japanese)<br />

Draw school here.<br />

1'10


ṟ<br />

ihe case of <strong>manga</strong>, you<br />

-:_rally <strong>draw</strong> the frame at the<br />

-::er left or the <strong>to</strong>p row first.<br />

*- s helps keep the page from<br />

:;:r<strong>in</strong>g messy.<br />

Reference pho<strong>to</strong>graph<br />

- Determ<strong>in</strong>e horizon and vanish<strong>in</strong>g po<strong>in</strong>t.<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

= Draw road.<br />

lolumn: when <strong>draw</strong><strong>in</strong>g, mask the frames you are not work<strong>in</strong>g on with paper <strong>to</strong> keep them as<br />

clean as possible.<br />

111


3 Draw build<strong>in</strong>gs on the left.<br />

Determ<strong>in</strong>e the height of the show w<strong>in</strong>dow<br />

and other build<strong>in</strong>gs by slid<strong>in</strong>g the<br />

character over.<br />

Raise the character <strong>to</strong> the level of the<br />

sidewalk.<br />

240 cm = 7.87 ll. 200 cm *<br />

190 cm<br />

220 cm =7.2211.<br />

200 cm = 6.56 ft.<br />

190 cm = 6.23 ft.<br />

180 cm = 5.90 ft.<br />

160 cm = 5.25 ft.<br />

.*.- 240 cm<br />

---- -<br />

220cn<br />

180 cm<br />

160 cm<br />

Th<strong>in</strong>k of the street entrance of the build<strong>in</strong>g as be<strong>in</strong>g 2 meters high<br />

and the show w<strong>in</strong>dow as be<strong>in</strong>g 2.4 meters high. Use the<br />

character as a guide when determ<strong>in</strong><strong>in</strong>g the size of the build<strong>in</strong>g,<br />

i.e., the height of the character plus number of heads.<br />

The height of the show w<strong>in</strong>dow is<br />

between 200 and 240 cm


-<br />

@ Draw build<strong>in</strong>gs on the right<br />

*<br />

Slide the character <strong>to</strong> the right and determ<strong>in</strong>e the height of<br />

the vend<strong>in</strong>g mach<strong>in</strong>e, which will be used as the basis for<br />

Height of yend<strong>in</strong>g mach<strong>in</strong>e<br />

When there is a sidewalk, raise<br />

ffie dummy <strong>to</strong> the level of tie<br />

sidewalk.<br />

180 cm<br />

G y,l?t,i:H[i :3'Jffi 111,.,<br />

t--i €**<br />

-'-\- -<br />

....\<br />

180 cm = 5.90 ft<br />

175 cm =5.74fL<br />

160 cm = 5.25 ft.<br />

lfi) cm = 3.28 fi-<br />

80 cm = 2.63 ft.<br />

180 cm<br />

Comparison of character and<br />

vend<strong>in</strong>g mach<strong>in</strong>e


m<br />

Next is a school. There<br />

will be no character <strong>in</strong> the<br />

scene, but start by<br />

dr'aw<strong>in</strong>g the foundation<br />

and a dummy character.<br />

Reference pho<strong>to</strong>graph<br />

O Draw a character next <strong>to</strong> the school and determ<strong>in</strong>e the<br />

horizon and vanish<strong>in</strong>g po<strong>in</strong>t.<br />

O-t Draw horizon at eye level<br />

(middle of ground{loor w<strong>in</strong>dow).<br />

O-2 Extend slop<strong>in</strong>g l<strong>in</strong>e <strong>in</strong> rough sketch <strong>to</strong><br />

get vanish<strong>in</strong>g po<strong>in</strong>t (po<strong>in</strong>t of <strong>in</strong>tersection<br />

with horizon l<strong>in</strong>e).<br />

300 cm = 9.84 ft.<br />

280 cm = 9.19 ft.<br />

180 cm = 5.90 ft.<br />

1 60 cm = 5.25 ft.<br />

120 cm = 3.94 ft.<br />

100 cm = 3.28 tt.<br />

90 cm = 2.95 ft.<br />

/_y*,*<br />

cm<br />

Even if it will not appear In the<br />

picture, clearly <strong>draw</strong> the sudace<br />

where the character and the<br />

school come <strong>in</strong><strong>to</strong> contact <strong>to</strong><br />

make sure they are balanced<br />

conectly.


@ Draw con<strong>to</strong>ur<br />

,, .&,.<br />

s ,r1<br />

t8': .l<br />

,i :<br />

;j ,<br />

i1 ;,<br />

irjYi<br />

t -*t"'<br />

1'<br />

i . -.."-{:"1- l<br />

'3-._ a a<br />

I11 i. I'i<br />

tti<br />

I'<br />

I ai<br />

ll<br />

li<br />

@-2 Divide eachfloor., ./<br />

I<br />

I<br />

t<br />

ffi<br />

@-1 Determ<strong>in</strong>e each floor by divid<strong>in</strong>g<br />

<strong>in</strong><strong>to</strong> four parts.<br />

t<br />

ffi<br />

f<br />

H<br />

-..-..-_.-il<br />

---"'t.<br />

I<br />

I<br />

ffi<br />

:<br />

The eaves, w<strong>in</strong>dow and wall ratios of<br />

schools and other build<strong>in</strong>gs are the<br />

same for each floor.<br />

Side view<br />

<strong>in</strong><strong>to</strong> four parts start<strong>in</strong>g<br />

from the first-floor contact<br />

surface that is not visible.


3 Draw w<strong>in</strong>dows.<br />

Clearly <strong>draw</strong> the overall w<strong>in</strong>dow<br />

border (<strong>in</strong>clud<strong>in</strong>g parts not<br />

visible).<br />

@-t F<strong>in</strong>d center<br />

by <strong>draw</strong><strong>in</strong>g<br />

diagonal<br />

l<strong>in</strong>es.<br />

Draw rema<strong>in</strong><strong>in</strong>g<br />

w<strong>in</strong>dows.<br />

The depth ratio of<br />

w<strong>in</strong>dows is the same<br />

for every floor as long<br />

as the perspective is<br />

not from above. Thus,<br />

for the rema<strong>in</strong><strong>in</strong>g<br />

w<strong>in</strong>dows all you have<br />

<strong>to</strong> do is extend the<br />

w<strong>in</strong>dow l<strong>in</strong>es from<br />

another floor.<br />

116<br />

@-g Draw<br />

supplementary<br />

l<strong>in</strong>es.<br />

@-4 Divide<br />

each <strong>in</strong><strong>to</strong><br />

two (<strong>to</strong><br />

divide<br />

w<strong>in</strong>dow<br />

<strong>in</strong><strong>to</strong> four).


3 Pen <strong>draw</strong><strong>in</strong>g I<br />

Do not br<strong>in</strong>g background l<strong>in</strong>es<br />

Tape a thumbtack over the<br />

vanish<strong>in</strong>g po<strong>in</strong>t.<br />

<strong>in</strong><strong>to</strong> contact with characters.<br />

Mask<strong>in</strong>g tape<br />

fi<br />

4<br />

Thumbtack<br />

1./'<br />

Lir ';r tr;3*|nn l<strong>in</strong>es <strong>in</strong> the direction of the<br />

;:- i.- r"rg po<strong>in</strong>t, tape a thumbtack over the<br />

;r-:il' ng po<strong>in</strong>t. Us<strong>in</strong>g a ruler with the<br />

'" - -:-ack as the axis makes it easier <strong>to</strong> <strong>draw</strong><br />

:::* -:,:gh sketches and <strong>in</strong> pen.


Eras<strong>in</strong>q and white correction fluid<br />

0mit <strong>in</strong>tricate parts. Represent<br />

them by mak<strong>in</strong>g use of shadows.<br />

Not jo<strong>in</strong><strong>in</strong>g the edge l<strong>in</strong>e <strong>to</strong> the<br />

corner better creates the mood of<br />

a build<strong>in</strong>g.<br />

118


tr<br />

Soft <strong>to</strong>uch: Use little <strong>to</strong>ne.<br />

rard <strong>to</strong>uch: Apply <strong>to</strong>ne discrim<strong>in</strong>at<strong>in</strong>gly.<br />

Z,<br />

-N<br />

Th<strong>in</strong>k of perspective when<br />

determ<strong>in</strong><strong>in</strong>g <strong>to</strong>ne cut.<br />

Scrape uniform curve us<strong>in</strong>g<br />

blade tip of cutter.<br />

119


Add<strong>in</strong>g <strong>to</strong>ne 2- Residential area<br />

+re<br />

The page is complete<br />

after you have f<strong>in</strong>ished<br />

add<strong>in</strong>g detailed <strong>to</strong>ne!<br />

Soft <strong>to</strong>uch: Use little <strong>to</strong>ne.<br />

124<br />

Hard <strong>to</strong>uch: Apply <strong>to</strong>ne discrim<strong>in</strong>at<strong>in</strong>gly.


:<br />

€*<br />

#<br />

\,


that you see around yourself<br />

every day can all be used <strong>in</strong> your<br />

<strong>draw</strong><strong>in</strong>gs. lt will be very helpful when<br />

<strong>draw</strong><strong>in</strong>g <strong>manga</strong> if you know the size<br />

of objects around you. Remember<br />

the size of objects relative <strong>to</strong> the size<br />

of human be<strong>in</strong>gs (yourself).<br />

270 Ceil<strong>in</strong>g l<strong>in</strong>e<br />

240<br />

210<br />

180<br />

160 -<br />

150<br />

120<br />

90<br />

60<br />

30<br />

330 (10.83 ft.)<br />

300 (9.84 ft.)<br />

Average adult male<br />

180 cm<br />

Average adult female<br />

160 cm<br />

t<br />

=<br />

Height of first-floor<br />

Desk<br />

70-80cm<br />

270 (8.86 fr.)<br />

About 3 m<br />

240 (7.87 tt.)<br />

210 (6.89 ft.)<br />

180 (5.90 ft.)<br />

150 (4.92 ft.)<br />

120 (3.94 ft.)<br />

90 (2.e5 ft.)<br />

_-,60 (1.97 ft.)<br />

I<br />

ffilg'eft.t<br />

122


One <strong>in</strong>terval = 30 cm<br />

(about one character head)<br />

135 cm (4.43 ft.)<br />

Chest of <strong>draw</strong>ers<br />

Mattress height<br />

30-40cm<br />

Low traffic signs and signals.<br />

The signs are 3 meters (9.84 ft.) and<br />

tall signals can be 5 meters (16.4 ft.)<br />

0r more.<br />

123


Add<strong>in</strong>g reflection <strong>to</strong>ne <strong>to</strong> w<strong>in</strong>dowpanes creates<br />

a more realistic atmosphere.<br />

Shadow from opposite build<strong>in</strong>g<br />

E.<br />

124


Chopter 6<br />

Speciol Efhcrs qnd<br />

Chorcclrer Rryresenlqlion<br />

Us<strong>in</strong>g<br />

(n


Use of perspective<br />

is not limited <strong>to</strong><br />

build<strong>in</strong>gs and<br />

backgrounds. lt can<br />

be used for<br />

anyth<strong>in</strong>g that is<br />

pafi of a picture.<br />

That <strong>in</strong>cludes<br />

special effect l<strong>in</strong>es<br />

and sound words.<br />

€ ---- --<br />

- -./<br />

!L<br />

'- 1-.t.<br />

\- l, ---.<br />

il<br />

il<br />

J<br />

H<br />

E U<br />

Side<br />

Front<br />

The sword <strong>in</strong> this picture was <strong>draw</strong>n <strong>in</strong><br />

perspective, but the sound word and special<br />

effect l<strong>in</strong>es were not.<br />

The special etfect l<strong>in</strong>es (concentration l<strong>in</strong>es) were <strong>draw</strong>n<br />

from the sword's vanish<strong>in</strong>g po<strong>in</strong>t.<br />

i,<br />

I<br />

^y<br />

.:-t1<br />

rl<br />

,l<br />

. Special effect l<strong>in</strong>es<br />

when the vanish<strong>in</strong>g<br />

po<strong>in</strong>t is <strong>in</strong> the picture<br />

. Draw them <strong>to</strong>ward the<br />

vanish<strong>in</strong>g po<strong>in</strong>t.<br />

This sword was <strong>draw</strong>n with a vanish<strong>in</strong>g po<strong>in</strong>t farther away and<br />

the special effect l<strong>in</strong>es were <strong>draw</strong>n accord<strong>in</strong>gly.<br />

. Special effect l<strong>in</strong>es<br />

when the vanish<strong>in</strong>g<br />

po<strong>in</strong>t is outside the<br />

picture<br />

. Draw them away from<br />

the vanish<strong>in</strong>g'po<strong>in</strong>t.<br />

llo


fume of the con<strong>to</strong>ur l<strong>in</strong>es of this sword were represented by<br />

;anted l<strong>in</strong>es po<strong>in</strong>ted <strong>in</strong> the direction of the vanish<strong>in</strong>g po<strong>in</strong>t.<br />

SHHHHRRRRRR<br />

perspective <strong>in</strong><br />

m<strong>in</strong>d <strong>to</strong> make<br />

them look<br />

cool.<br />

127


Special effect l<strong>in</strong>es when the vanish<strong>in</strong>g po<strong>in</strong>t is<br />

outside the picture.<br />

Draw them away from the vanish<strong>in</strong>g po<strong>in</strong>t.<br />

Design the word. Draw veftical l<strong>in</strong>es<br />

<strong>in</strong> general direction of vanish<strong>in</strong>g<br />

po<strong>in</strong>t.<br />

"BANG" was <strong>draw</strong>n with the<br />

<strong>in</strong>cl<strong>in</strong>ation of thesldnted l<strong>in</strong>es <strong>in</strong><br />

milld.<br />

W<br />

w<br />

*<br />

4t#<br />

W


hat<strong>in</strong>g a Greater Sense,of ,rExbtBnceius<strong>in</strong>g,,, M<strong>in</strong>or {eehniquer<br />

-+- . :icture strictly<br />

t': ' - !,vo-po<strong>in</strong>t<br />

- :::i::ve does not turn<br />

" .- :€ very <strong>in</strong>terest<strong>in</strong>g,<br />

- : :-: perSpeCtiVe<br />

,.,, i"l3<br />

Vanish<strong>in</strong>g po<strong>in</strong>t<br />

'-\\<br />

,,- -; ,erlical l<strong>in</strong>es<br />

6": , -. anted will create<br />

.',i.= -rf existence and<br />

:I-<br />

Do not go <strong>to</strong> the trouble of<br />

mark<strong>in</strong>g a po<strong>in</strong>t. Draw a<br />

house assum<strong>in</strong>g that the<br />

vanish<strong>in</strong>g po<strong>in</strong>t is above<br />

the house.<br />

af,_<br />

irianga and dratt<strong>in</strong>g techniques<br />

'.^y draft<strong>in</strong>g techniques are used <strong>to</strong> <strong>draw</strong> <strong>manga</strong>, but<br />

:-:;;<strong>in</strong>g <strong>manga</strong> is not dratt<strong>in</strong>g.lf it is effective <strong>to</strong> do so, use<br />

:",t<strong>in</strong>g techniques flexibly. For <strong>in</strong>stance, you do not have <strong>to</strong><br />

-.= three-po<strong>in</strong>t perspective just because the vanish<strong>in</strong>g po<strong>in</strong>t is<br />

'-,:ve the picture.<br />

129


<strong>Perspective</strong> rulers<br />

fioo Corporation) are<br />

transparent, platetype<br />

<strong>draw</strong><strong>in</strong>g <strong>to</strong>ols<br />

with floor and wall<br />

perspective l<strong>in</strong>es.<br />

,They come <strong>in</strong> onepo<strong>in</strong>t,<br />

two-po<strong>in</strong>t and<br />

three po<strong>in</strong>t<br />

perspective types.<br />

They allow you <strong>to</strong><br />

easily <strong>draw</strong> objects<br />

with vanish<strong>in</strong>g po<strong>in</strong>ts<br />

far away, so use the<br />

type that matches the<br />

angle or image you<br />

want.<br />

0ne-po<strong>in</strong>t perspective type<br />

ffhe horizon l<strong>in</strong>e was added <strong>in</strong> this book.)<br />

Two-po<strong>in</strong>t perspective type<br />

Dedicated ruler<br />

Three-po<strong>in</strong>t perspective type<br />

When you align the dedicated<br />

ruler that comes with it with the<br />

plate's curved surface, slanted<br />

l<strong>in</strong>es and depth l<strong>in</strong>es will<br />

converge on the vanish<strong>in</strong>g po<strong>in</strong>t.<br />

\-<br />

.-\<br />

lf you assume that one<br />

graduation is 20 cm, the<br />

graduations are designed so that<br />

the height of the horizon is 160<br />

cm.<br />

Ceil<strong>in</strong>g heights and room<br />

compositions are freely<br />

determ<strong>in</strong>ed by choos<strong>in</strong>g<br />

graduation positions.<br />

t)<br />

The two-po<strong>in</strong>t perspective ruler can be used<br />

as the basis of a one-po<strong>in</strong>t perspective<br />

background,<br />

130


@ Align horizon of perspective ruler.<br />

,<br />

uil<br />

P<br />

----\<br />

r: :. 3 graduations on<br />

]tliirrcE itive rulers <strong>to</strong><br />

'tr'"r"'ill potential.<br />

,, i' : ,:( Convenient tO<br />

.iut,r{ :El'spective rulers<br />

,r*,1' :raw<strong>in</strong>g a rough<br />

ilr: -<br />

,<br />

', "':ru a horizon l<strong>in</strong>e on<br />

@ Draw perspective liries<br />

-r:-r 'rugh sketch when<br />

-,: ..ril ffie one-po<strong>in</strong>t and<br />

"ililr,{- :,0<strong>in</strong>t perspective<br />

",:,r Serspective rulers.<br />

Us<strong>in</strong>g a kac<strong>in</strong>g box<br />

Trac<strong>in</strong>g paper is usually<br />

placed over a perspective<br />

ruler, but us<strong>in</strong>g a trac<strong>in</strong>g box<br />

will be more efficient.<br />

131


The horizon l<strong>in</strong>e is two steps down<br />

from the <strong>to</strong>p of the stairs. The horizon<br />

l<strong>in</strong>e is oblique relative <strong>to</strong> the picture.


lren if you <strong>draw</strong> a character normally, you will get a powerful<br />

:,rmposition by tilt<strong>in</strong>g the horizon l<strong>in</strong>e,<br />

Simple one-po<strong>in</strong>t perspectiveall<br />

the artist did was tilt the<br />

horizon l<strong>in</strong>e.<br />

The ground has been tilted.<br />

The build<strong>in</strong>gs were <strong>draw</strong>n<br />

us<strong>in</strong>g vertical two-po<strong>in</strong>t<br />

perspective.<br />

Eo,lumn: 0veruse ol this technique of<br />

tilt<strong>in</strong>g the horizon l<strong>in</strong>e relative<br />

<strong>to</strong> the picture can result <strong>in</strong> a<br />

page that is confus<strong>in</strong>g <strong>to</strong> look<br />

at. Save it for special<br />

situations.<br />

133


Look<strong>in</strong>g straight up.<br />

Simple one-po<strong>in</strong>t perspective.<br />

rffi<br />

',f, irr ur [a ril rrl lt<br />

na lra arr tta ltr lrr lll<br />

One-po<strong>in</strong>t perspective where the horizon<br />

was tilted and curved.<br />

Draw perspective l<strong>in</strong>es and special<br />

effect l<strong>in</strong>es us<strong>in</strong>g curved l<strong>in</strong>es.<br />

ț/,<br />

fr


W


@rc


Gtr<br />

us $1g.ee<br />

PUTTING THINGS IN<br />

PERSPECTIVE<br />

lsBN4-7661 -1 256-3<br />

MORE ABOUT PRETTY GALS<br />

tsBN4 7661-1242-3<br />

PEN AND TONE TECHNIQUES<br />

l5BN4-7661 -1 258-X<br />

COSTUME ENCYCLOPEDIA<br />

lsBN4-7661 -1 2s7-1<br />

HOW TO DRAW ANIME & GAME<br />

CHARACrERSVOL.I<br />

|SBN+7661 1120-6<br />

HOW TO DRAW ANIME & GAME<br />

CHARACTERS VOL.2<br />

tsBN4 7661-1 174-5<br />

HOW TO DRAW ANIME & GAME<br />

CHARACTERS VOL.3<br />

tsBN4-7661 1 1 75-3<br />

HOWTO DRAW ANIME & GAME<br />

CHARACTERSVOL4<br />

tsBN4-7661 -1 254-7<br />

HOWrc DRAW AI{IME & GAME<br />

CHARICIIRSVOT.s<br />

lsBN+7661-',t 276-8


-II[IflJil<br />

ISBN t{ -<br />

1<br />

II[il<br />

thl-Ia5b-3<br />

'ililflffiIm|ilJt<br />

BORONTA s7624099 HEALESVTLLE ........5962442s<br />

FTG ......._............... ... 9294 al/i} L|LYDALE g2s4 g12O<br />

KNOX................_...... 9801 .1422 MONTBOSE ......... ... 9728 4224<br />

KNOX MOB|LE........ 9762 4099 MOOROOLBABK . ... 9726 8200<br />

ROWVTLLE ............_.92941300 MT EVELYN ............ 9736 3851<br />

oHoYDON ._............ 9294 5640 RANGES MOBTLE .. s7547266<br />

RTNGWOOD ............ 9870 0177 VALLEY MOBTLE .... s2g4 3120<br />

BELGBAVE ......_...... 9754 7266 YARRA JUNCTTON 5967 1588

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