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How to Draw: drawing and sketching objects and environments from your imagination, by Scott Robertson Thomas Bertling
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About the Author
Scott Robertson has almost two decades of experience teaching how to design, draw, and render at the highest college level. He has authored or co-authored 11 books on design and concept art. In addition to books, he has co-produced over 40 educational DVDs with The Gnomon Workshop, of which nine feature his own lectures. For several years, Scott chaired the Entertainment Design department at Art Center College of Design. He frequently lectures around the world for various corporations, colleges, and through his own workshop brand, SRW. In addition to teaching, Scott has worked on a wide variety of projects ranging from vehicle and alien designs for the Hot Wheels animated series Battle Force Five, to theme park attractions such as the Men in Black ride in Orlando, Florida for Universal Studios. Some of his clients include the BMW subsidiary Design-works/USA, Bell Sports, Giro, Mattel Toys, Spin Master Toys, Patagonia, the feature film Minority Report, Nike, Rockstar Games, Sony Online Entertainment, Sony Computer Entertainment of America, Buena Vista Games, THQ, and Fiat to name just a few.
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Product details
Hardcover: 208 pages
Publisher: Design Studio Press (December 15, 2013)
Language: English
ISBN-10: 1933492759
ISBN-13: 978-1933492759
Product Dimensions:
9.1 x 1.1 x 11.1 inches
Shipping Weight: 3 pounds (View shipping rates and policies)
Average Customer Review:
4.7 out of 5 stars
365 customer reviews
Amazon Best Sellers Rank:
#41,959 in Books (See Top 100 in Books)
This book is just fantastic and is utterly a case of you get out of it what you put in.I have spent time daily in it over the past 4 months, working through it with every bit of dedication I gave my previous mechanical engineering studies and I have benefited massively. If you approach it with your sleeves rolled up and constantly try out what you read on paper, you'll grow a lot artistically. It is also utterly essential that you go through the videos, from which you will learn as much, if not more, than from the book (a link and pswrd is provided in the book); here is where you actually see the author drawing, and can really analyze his movements and methods, and he drops a lot of hints and tricks. I took copious notes as I went through these, and worked along in parallel as I watched. The attached show some of the drawings I produced based on Scott's instructions (I clearly still have a long ways to go, but would never have believed could have created these several months ago!). There are certain themes that come up over and over again which you can't help but absorb, much like taking a class.If this is your only reference and you are determined to rigorously understand perspective, I think you'll find the explanations to be less than complete, and the organize of chapters 2 thru 4 to be less than perfect. Broad principles are not so much stated as they are demonstrated; I didn't mind this challenge, though, and it made me go deep with the subject and extract what I saw as the unifying principles (this is in regard to understanding line convergence in general 3D space). I got to the bottom of this by working through my own derivations.The author demonstrates really fantastic craftsmanship, artistry, and creativity, and is a very strong communicator. I wish he got a little more pumped up/energetic in the videos, but I suppose the quality and volume of his work speak to his profound underlying passion for it. He manages to break down complex constructions to be utterly doable. Amazing. Right now I am starting in on the sequel "How to Render". Overall, I think this is a simply fantastic track to get on if you are a beginning and want to massively improve your drawing skills; going this direction you are basically aligning with a top instructor from one of the best design institutes in the world (Art Center College of Design). We owe a huge debt of gratitude to Mr. Robertson for this work.
As lots of others have said, the title of this book is extremely misleading. Not only does the book teach basically no drawing basics, it contains virtually no information on drawing anything other than imaginary buildings or machines. If you want to draw people, animals, environments that actually exist, or anything like that, this book won't help you at all. There's also nothing in this "How to Draw" book about value or shading, at all. The book seems to be written by working concept artists for other working concept artists. Why someone already gainfully employed in their chosen profession would need a manual on the rudiments of their craft is a mystery for you to solve, dear reader.Having said that, I purchased this book well aware of what kind of book it was based on recommendations from other people who had used it. Even so, I found the book disappointing. While the techniques the authors lay out definitely work, they're also extremely tedious and result in ugly drawings rife with unnecessary construction lines. All of that wouldn't be so bad if the authors did a better job of organizing their information and explaining things. At numerous points in the book, the exercises expect you to be able to apply skills that earlier exercises barely taught at all, explained in a completely different context, or sometimes didn't even teach. This makes working through the book an arduous process.An infuriating aspect of the book is ridiculous amount of physical and electronic drafting tools you're expected to have on hand if you want to emulate the instructors' techniques. For example, to accurately reproduce what the authors do in the book you'll need a full set of ellipse templates (~$400), an eleven-point scale divider ($150-$300, if you can even find one for sale), and a golden ratio caliper or divider (~$70). That just the physical stuff. The authors state that free 3D modeling software like SketchUp can be used to emulate some of the stuff they do in the book. Then they go on to (with a single exception) only use MODO and use it to do things SketchUp can't. A perpetual MODO license with maintenance added costs (try to keep a straight face, folks) $2,000. You can find cheaper workarounds to some of the drafting tools and software the authors use, but you won't find how to do so in the book.Finally, and somewhat ironically considering the book was written by designers, the physical book isn't well-designed. While the pages are nice and heavy, the binding is dime store novel tier. The book won't lie flat, so you have to crack the spine wherever you want the book to stay open without using binder clips or dropping something heavy onto it to hold it open. This frustrating in any kind of book, but in a manual/textbook where you're supposed to do exercises out of the book while referring to it, it's an unacceptable oversight.I don't understand why this book has so many five-star reviews. It isn't useless, but it's not one of the better instructional art books I've read. If you're interested in a somewhat similar style of drawing presented in a much better way that also teaches you to draw things other than stuff that looks like it should appear exclusively on prog rock album covers, I'd recommend Peter Han's Dynamic Sketching course and/or his Dynamic Sketching and Dynamic Bible books which, unfortunately, are often sold out and quite expensive when they are in stock.
This is a fantastic instructional book that teaches you the fundamentals of technical drawings (vehicles, buildings, backgrounds, props, etc). It does'nt have many examples of "here's what some people do wrong, and here's how to fix it" which is what kept this from being a five start review, but this is still a powerful learning tool none the less.Something to note is this book IS NOT for absolute beginners. You still need to know a bit about drawing, as well as understand the mental aspect of visual problem solving. In other words you should know things like "feeling it out" and how to get into that "art mode" where the words in your mind synchronize with the actions of your body and you loose track of time. Books like "Drawn to Life" and "Drawing on the Right Side of the Brain" can help you with that.Also note this book is for TECHNICAL drawings, so while the draftsmanship and knowledge of construction and perspective will carry over into your figure/creature designs, you'll still need to study those "soft body" drawing skills seperatly
Scott Robertson is an extremely talented concept and environment artist, without a doubt.I have to say that the title of this book is somewhat misleading, though. Buying this book, I expected a more general approach to drawing practice, but I received a book that covered some basic warm-up exercises followed by an in-depth perspective study that evolved into vehicle and architecture design.If you want to understand the fine details of perspective, mirroring, vehicle design and architecture - this is the book for you. The warm-ups in this book are also fantastic for any artist.
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