
Rendering.
Enhancing
form
and surface.
GET THE STORY STRAIGHT
When people write a story they use literacy. They use words; verbs, adjectives, nouns, etc. Writers use different conventions for different kinds of writing. In the same way, when we use visual literacy to represent an object or a building, we need to use visual conventions to create a picture in a particular way. The components of visual literacy for rendering include shape, colour, line, form, tone and texture. In the same way as an author uses literacy consistently, we must use visual conventions people find easy to understand.
The components of our visual literacy include a light source and that it is above. Furthermore, shades of various tonal depth, darken as they progress further from the light source. It's important to conventions correctly to enable us to tell a realistic story about an object. In this way our audience will read our drawing correctly and see objects as they are intended.
By contrast, not all people tell a story in the same way. Some people make jokes. The artist Pablo Picasso was famous for confusing viewers with his paintings. He used colours in a background that would leap forward yet soft pale colours in the foreground that should fade into the distance. This was for a good reason. Picasso wanted us to see familiar things differently. He wanted to ignite our imagination.
However, our job as illustrators is to create a realistic representations of things. This chapter will show you how to create three dimensional representations.
Model answer
RENDERING COMMUNICATES FORM AND SURFACE

RENDERING COMMUNICATES TEXTURE AND MATERIALS

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Rendering for form.
Skill 1. INTERPRETING A LIGHT SOURCE #1

The illustrator's keyboard

Basic forms

A rectilinear form is enhanced with three flat planes of different tones. Use a light, a medium, and a dark tone. A cylinder is enhanced with a linear gradient. Blend light, medium and dark with linear strokes. A sphere is enhanced by the same three tones in an evenly blended gradient in both axis. This is called a radial gradient. In a radial gradient the tones blend in both directions - vertical and horizontal.
1.1 check tones
Look at the three images of geometric forms above. How have the tones been applied? If the cube has a light, a dark and a medium tone, what number tones would you say have been used on each plane?
Examine which forms use flat planes of tone, which uses blends in one plane (a linear gradient) and which uses a consistent blend in all planes (radial gradient).
1.2 Develop skill
Make a line drawing of each of the forms above. Shade them to practice creating light, medium and dark tones, then smooth gradients.
What sort of pencil should I use?
For each of the rendering exercises use a 2H or HB pencil for the outlines, then shade using a 2B pencil. Keep it sharp to work up to your lines accurately.
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Skill 2. Depicting colour
When we render to enhance form alone we do this without respect for the colour an object is. We just apply light, medium and dark tones to a surface.
But there must be more to it? How can we to apply tonal graduations with respect for the colour of objects we are rendering?


2.1 Colour in grey tones
The illustrator's colour keyboard

MOVING INTO COLOUR
Now we have an understanding of how to enhance for with tone and how to choose tones correctly to represent colours, let's try it in real colour. Remember, what you have learnt with tone still applies with colour.
In these two fine examples, A Year 11 student has shown the checker board box in two ways. She has developed light, medium and dark tones to represent two different, contrasting colours.
Greyscale

Colour

Professional example

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Rendering surface.
WHAT MATERIALS WILL I NEED TO RENDER?
In Visual Communication Design students will have to be able to render many surfaces for their practical work and for the examination at the end of Year 12.
By the end of your course you will be able to render;
- soft and hard materials,
- shiny and matte surfaces,
- opaque and transparent surfaces.
One suggestion is to learn how to be able to create them in two dimensional in swatches then move onto three dimensional examples. Let's take them one by one. You need to master all of these.
Below are images of many of the surfaces students need to master in VCD.

SOFT MATERIALS
HARD MATERIALS
TRANSPARENT, TRANSLUSCENT MATERIALS

CAUTION

Learning hint
Each rendering technique you learn should be based on observational drawing of real objects and their textures. It seldom works to copy the techniques of professional illustrators as you will not be representing textures, you will be representing other people's representations of textures. Your work will lack structure.
The techniques on this page are not designed to make you an artist, nor to help you create original art work that offers an original perspective on the world. By contrast, they are meant to help you to produce symbolic representations of surfaces. They are not true artistic interpretations of life, but short cuts to making your drawings realistic.
Therefore, reference professional illustrations, but don't copy them.
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Skill 3. PRODUCING SURFACES
In most cases rendering any textured surface involves a three step process. This applies to most materials.
- First, create a base tonal render - without trying to represent the texture of the object. Keep it light, the texture will add tone to your work and darken it,
- Next, create the texture. Use lines in directions that make the texture look real,
- Finally, add further shades or details or highlights with white pencil or paint on a fine brush.
The two examples at right show how to lay down a base tonal texture first then add marks to represent the actual texture. The final detail stage has also been done over the second image in each pair.




SOFT MATERIALS




HARD MATERIALS






TRANSPARENT, TRANSLUSCENT MATERIALS





Surface samplers


3.1 surface sampler
Seriously, the best thing you can do to improve your rendering is to practice drawing from life. This means don't use photos but draw in front of the real things in front of you. That's what I did.
Go around your house and choose objects bearing of each of the surfaces in this section then make a surface sampler page like the one here. Try them all, you can never be sure which ones you will be required to show in your exam.
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Rendering cast shadows.
Cast shadows


Skill 4. Interpreting a light source #2

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HOW TO MAKE CAST SHADOWS
There are two terms used when describing shading on rendering. We need to be clear about the difference between them. Here's an explanation;
- Shade to emphasise the form of an object = make gradients in tone on (and only on) the surface of the object. Just describe the light as it falls over the object's surface.
- Render or create cast shadows = create a translucent shade (light grey you can sort of see through) that results from the light passing over, either protrusions on the object or the object itself, and are drawn either on the object or the ground.
The purpose of this section is to discuss cast shadows, that is shade that is cast by objects.
It is a pretty difficult science to work out the precise position of cast shadows in a perspective drawing. If you really, really want to work them out you will need to refer to books on the subject. Alternatively, Google it. Just as there are books on how to construct accurate, measured perspective projections, the same can be done with cast shadows. However, I will show a simple and effective method.
The basic concept

4.2 Plotting cast shadows
Follow these steps to become proficient in cast shadows:
- Make a copy of the box drawing above.
- Make sure the light source is at point inside the Old Vanishing Points (this will approximate a light source behind the object with the shadow coming forward). This will create a cast shadow.
- For further practise, try moving the light source up and down, see what causes the shadow to be longer or shorter.
- Try it on a more complex sketched object like a car.