So let's do a very quick question and answer session to help you: What do you like to design and draw? Sexy anime people? Epic vistas? Weapons? Portraits? Mechs and vehicles? Animals? Objects you find in your every day life? Let's break it down to organic (humans, animals and such) and inorganic or hard surface (objects, weapons, and vehicles). Say you want to draw hard surface objects and epic architecture: then, yes, H2D is probably a book you need to have on your shelf. What if you tend to focus on organic subjects? Then for now let's say you don't need H2D, but that doesn't mean you shouldn't look at it, reference it (more on that later), or have it for fun. Don't let the common consensus of H2D as mandatory reading force you to fall in line without considering just how that applies to you. Doing so could easily lead to you taking a more meandering road than you need to - effectively wasting your time.

That's right, instead of grinding pages of mirroring complex planes you could be focusing on the human body, which is one of the most difficult and demanding subject matters of all. It's not about how much time you draw, it's how much you can extract and learn from every moment you draw that we want to maximize. Mileage is and will always be important, but you want to make every mile count for as much as it can towards your destination.


How To Draw By Scott Robertson Pdf Free Download


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Let's take our flabby box student, now slightly hardened by few hundred boxes, who wants to draw an epic fantasy car. Well that's chapter 9! If box student reads through the book linearly, he or she has now wasted time on things like environments. Unlike Drawabox, these chapters do not build on one another, gradually taking you towards their goal - they cover entirely different topics.

Identify how to fix your mistakes, maybe do some practice exercises on it, or even a "micro project". For example, if you are consistently struggling with perspective on your cars' wheels, draw a bunch of blocky forms representing cars, and just focus on drawing the wheels until it starts to feel and look better, while referencing the sections in the book about cylinders.

Eventually you will probably go cover to cover in H2D or any other reference book, but it won't be a passive "read, try to convince yourself you're learning by doing a few mirrored planes with no context, and move to the next page". It will be internalized, and you will eventually need to reference less and less. This goes the same way for anatomy, to an extent, although the human body is a lot more holistic. Just keep drawing and messing up. Targeting your weaknesses brings your average skill up and that is how we improve in anything.

If you are still interested in a book that takes a constructive approach to drawing like Drawabox and want something a little less intense than "How to Draw" I recommend "Sketching: The Basics" by Roselien Steur and Koos Eissen. Being an industrial design book, it focuses on subject matter addressed in lesson 6 as well as some basic rendering and color theory, but it is still very useful for drawing. It presents constructional drawing in a less clinical, precise way than H2D, with many tips on how to get drawings "correct enough" without getting lost in the weeds.

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 Part One: The Basics An overview of basic skills - both technical and conceptual - with exercises that you will incorporate into your regular warmups for a long time to come. No matter how skilled or experienced you are, start at Lesson 0.       Challenges and Drills A series of drills that fit into the lessons at various times. These should not all be completed after lesson 2, but rather will be listed as recommended next steps or prerequisites as you follow the numbered lessons in order.         Part Two: Constructional Drawing An exploration of how complex objects can be broken down into their fundamental components, then rebuilt from simple forms. We look at this concept of constructional drawing by applying it to many different topics - the focus is not on learning how to draw that specific subject matter, but rather to tackle construction from different perspectives.           Uncomfortable's thoughts             Others' Thoughts      This website uses cookies. You can read more about what we do with them, read our privacy policy.

Hello, I am a complete beginner to drawing I have never taken any courses or anything on drawing and my school didn't teach it either. When I tried to read Scott Robertson's book I noticed he mentioned some terms which I don't know and assumed that you would have known them already, also I'm only near the beginning of the book and I'm already finding it quite difficult (the perspective chapter). Currently I am just trying to gain sufficient knowledge to be able to draw Warhammer 40K spacemarines or Gundam, so more along the lines of comic artstyle (I don't know the actual term for this) and was hoping someone could suggest a good comprehensive and complete book or course for this.

I have taken a look at the "drawing starter pack" on this sub but I noticed the books are more focused on drawing real people and I'm very much not interested in that, so I don't know if they would be sufficient for me, or if I would have to also supplement them with other materials (which is something I'm not very keen on doing). Thank you very much.

This book is 208 pages of beautifully drawn and well written lessons on how to draw objects and environments from your imagination. The paper quality is amazing and the pages are designed extremely well (the graphic designer on this one is Cecilia Zo). It is published by the always fantastic Design Studio Press.

This chapter starts off by listing out some tools which you may need when learning basic and advanced perspective. This book is predominantly aimed at traditional drawing using pens, pencils, paper, rulers and stencils.

After they discuss materials, they then take us through the very basics of drawing. This includes the importance of drawing with the whole arm, drawing only one line and ghosting (which is the drawing equivalent of taking practice swings before you hit the golf ball).

This chapter starts out explaining the importance of grids when drawing in perspective. They show examples of different perspective grid types: one-point, two-point and hot dang even five-point perspective.

This chapter focuses on how to draw complicated symmetrical forms in perspective. The first images in this chapter are concept sketches of cars, motorcycles and helmets (beautifully) drawn from very simple angles/views.

At this stage in the book we are now seeing drawings that incorporate full scale value from dark to light. The spread on pages 112 and 113 have some incredibly beautiful thumbnail sketches. They are small, quick drawings but with the most fascinating compositions. The confidently loose lines with Copic marker shading give so much life to each sketch.

Next up we are introduced to a fantastic double page of loose concept sketching. On our left are rough, yet accurate under-drawings of planes (complete with perspective lines). These are drawn with a very light gray Copic marker (with a value of 0 or 1).

Then! On our right as those same under-drawings, but now they have been drawn over with a black Zebra ballpoint. Each design has a solid outline, filled with beautiful panels which also act as contour lines.

It is emphasized that although these designs are well rendered, they still have strong perspective drawing as a foundation. And without this foundation, the value and color would not hold up as well on their own.

How to Draw is for artists, architects and designers. It is useful to the novice, the student and the professional. You will learn how to draw any object or environment from your imagination, starting with the most basic perspective drawing skills.


Early chapters explain how to draw accurate perspective grids and ellipses that in later chapters provide the foundation for more complex forms. The research and design processes used to generate visual concepts are demonstrated, making it much easier for you to draw things never-before-seen!


 Early chapters explain how to draw accurate perspective grids and ellipses that in later chapters provide the foundation for more complex forms. The research and design processes used to generate visual concepts are demonstrated, making it much easier for you to draw things never-before-seen! Best of all, more than 25 pages can be scanned via a smartphone or tablet using the new Design Studio Press app, which link to video tutorials for that section of the book! With a combined 26 years of teaching experience, Scott Robertson and Thomas Bertling bring you the lessons and techniques they have used to help thousands of their students become professional artists and designers. This book is indispensable for anyone who wants to learn, or teaches others, how to draw.


 Early chapters explain how to draw accurate perspective grids and ellipses that in later chapters provide the foundation for more complex forms. The research and design processes used to generate visual concepts are demonstrated, making it much easier for you to draw things never-before-seen! Best of all, more than 25 pages can be scanned via a smartphone or tablet using the new Design Studio Press app, which link to video tutorials for that section of the book! With a combined 26 years of teaching experience, Scott Robertson and Thomas Bertling bring you the lessons and techniques they have used to help thousands of their students become professional artists and designers. This book is indispensable for anyone who wants to learn, or teaches others, how to draw. ff782bc1db

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