Drawing Demos
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Some of you have asked for copies of my demos from class.  I will periodically add new demos throughout the semester, so check back often.

 

Presentation Sketch Demo:  Here is an example of a presentation sketch, with a dominant view and two subordinate views.  Views were first blocked in lightly, then adjusted for proper placement on page, proportions, and perspective adjustments, THEN lines were darkened once I was satisfied with their locations.  I worked over the entire drawing evenly- bringing all views to a finished state instead of finishing one drawing first, then moving to the next.  A vignette is used to tie together and give more emphasis to the subordinate views.  I left room for call-outs to be placed outside the vignette.  Your call-outs will look better if light guidelines are drawn after the call-out is written.  The style of arrow heads compliments the speed of the lines they are attached to.  The key to a good presentation drawing is planning BEFORE you start darkening everything in! 

pres_dwg.jpg (87245 bytes)

 

Drawing Hands Demo:  Drawing hands is simple, fast and accurate if you trace your own hand.  The key is to position your hand exactly the way you want it to interact with your product, and closing one eye as you trace its outline.  1. Look straight down on your paper as you accurately trace around your fingers, being careful to include knuckle and skin folds that will help you add finger details later on.  Your pencil should not be touching your hand; simply draw the outline as you see it with your one open eye.  2. Once you have a rough outline, move your hand to the side and using it as a reference, fill in the areas you could not draw, such as between fingers, or where fingers curve back onto themselves.  3. Clean up lines and put your product in place.  Don't put a lot of detail in your hands, as they will take too much attention away from your designs.  Keep them simple and don't color or shade them in.  Image 4 shows the position of my hand when showing a hand holding an object or product.  

By the way, this technique is exactly what YOU SHOULD NOT DO when drawing anything other than hands.  ALWAYS DRAW THROUGH and construct your ideas in three dimensions so you can understand the form.  Since your hand already exists, I say, "Why not save yourself some time and just trace it?"

1 hand trace1.jpg (73957 bytes)  2 hand trace3.jpg (61585 bytes)  3 hand trace.jpg (60610 bytes)  4 hand trace under.jpg (63035 bytes)

 

Stacked Cubes:  By placing thin white highlights next to thin shadow lines, you can create the effect of separate pieces when rendering your products.  I divided the large cube into quarters using a thin black pen.  Using white colored pencil, I added white highlights alongside and underneath the black lines.  These highlights represent reflected light that will bounce off of small fillets (rounded corners) that are on all edges of all plastic parts.   Use this technique whenever you want to show separate parts or parting lines.  NEVER use a black line on the leading, or front edges of an object!!!  This edge will reflect light, and should be drawn with white colored pencil or let the white paper show through. 

stacked shiny cubesb.jpg (53419 bytes) 

 

Wood:  Simulate wood by using an almost dry brown or tan marker that will give you streaks.  Mask the ends of the "boards" with drafting tape so you can get a quick, confident marker stroke without having to stop at the end of the stroke.  To make the wood look shiny, use white colored pencil on the top surface in vertical strokes, which simulates reflections on a horizontal surface.  To make individual boards as shown on the front left face in this sample image, use the highlight technique described above in "Stacked Cubes."

Flat Chrome:  Flat chrome is a mirror surface and will reflect anything that is in the room.  If you are rendering chrome trimmed furniture in an environment (green carpeting, for instance), use some green to show it reflecting in the chrome.  If you are not showing an environment, use black and light cool grays and some light blue pastel, as shown in the sample above.

wood_flat chromeb.jpg (78499 bytes)  

 

Wood, Chrome Tubing, Plastic:  Here is another sample of wood.  Note the end grain and the attention given to how the table is constructed.  Also, note the reflections on the top surface, as explained above.  Chrome Tubing is highly reflective and will reflect everything in the room, but the reflections run along the length of the tubing.  To show that something is highly reflective and shiny, use high contrast colors- black and light gray.  Add some light blue pastel to reflect sky tones, a common rendering technique.  The highly reflective plastic cube has rounded corners, which must show reflective highlights.  Add white colored pencil to the front edges, or avoid putting marker on these edges.  Soften the look by using light pastel of the same hue as the marker, but lighter in value.  To show a highly reflective top surface, add highlights by erasing pastel using vertical strokes, or use a white colored pencil.

 wood_chrome_plastic_demo2b.jpg (94090 bytes)

 

Smoked glass and Wood:  Smoked or tinted glass can be simulated using gray markers with white colored pencil highlights.  If the glass is on a vertical surface (as shown), use diagonal highlights.  If it is on the top surface, use vertical highlights.  This placement of highlights is true of any highly reflective surface.  Indicate transparency by going in with a darker gray marker and white colored pencil, and outlining whatever is behind the glass.

  smoked glass_woodb.jpg (48751 bytes)

 

Plastic Cubes:  Here is an example of three plastic cubes.  One is dull with rounded edges, and has wide highlights on its front edges.  One is shiny with rounded edges, and one is shiny with sharp edges.  The sharper the edges, the thinner the highlight is.  NEVER use a black line on the leading, or front edges of an object!!!  This edge will reflect light. 

plastic cubesb.jpg (69627 bytes)  

 

Adding Color by using Pastel and minimal Marker:  Swipe pastel dust over a pen line drawing to simulate not only the color of the product, but a background as well.  Add reflections on edges by erasing the pastel, and add shadows by adding a slightly darker shade of marker to surfaces in shade or shadow. 

 pastel marker demo.jpg (57320 bytes)

 

Display Screens:  Highly reflective displays are simulated by indicating a horizon line on a diagonal and color the bottom black and the top a light blue pastel faded into white as it gets closer to the horizon line.  Indicate a digital display underneath it using a light gray marker, or whatever color your display is.

 mp3 product 2b.jpg (63893 bytes) 

 

Cylindrical Product: (Designed by Jason Culler)  Cylindrical products should be treated as cylinders.  Choose a light source and be consistent with highlights and reflections on the entire view.  Highlights will run parallel to the length of the cylinder, as shown.  Leading edges, as always, are lined in white (never black).

 cylinder product 1b.jpg (60695 bytes) 

 

Hand with Product:  A sample of how to use pastel to show color and a background, as well as a hand to show scale.  Never add color to the hand, or put a lot of detail in it, and try not to cover up the product with the hand unless it is necessary to show how to use the product or feature.

class demo 2b.jpg (71359 bytes)  

 

Class demo of computer mouse:  (Designed by David Heller)  Here are two versions of the same mouse rendered using two marker techniques.  The mouse on the left was done with pastel and a little marker in the shaded areas.  The one on the right was done by filling in the entire mouse with blue marker.  If the marker color wasn't so dark, it would read much better.  The highlights are added with white colored pencil, including the contour center lines, which are essential in making the form read well.

Mouse Rendering.jpg (50825 bytes)