In this lesson, we will learn about how to build up linear perspective scaling of objects at various distances once you got the hang of basic perspective points!
With some distortion, it is basically how an object looks like given a particular distance from the viewer.
Most of the scaling comes from one point perspective combining with multiple perspectives. To illustrate this point, start up a new digital canvas.
From there, divide it into four quadrants. This is where perspective scaling happens. Like I said before, the square and the cube will be the measuring point of all shapes and scaling.
Start with the lower left quadrant. You'll see what I mean.
From the bottom left, create a square that will close that quadrant into a square. Now, draw two diagonal lines inside the box perpendicular to one another. You will get a large 'X' shape inside the square.
Then, from the middle of the Cartesian plane, divide the walls of the square into halves by linking from the center to the middle of each side of the square. You should only need to do this twice as there are only two walls.
From there, draw a vertical line that intersects one of the diagonal line wit the line that divides the side walls in half. Then, you will need to repeat the process all throughout the box.

The important thing to know is that the lengths of each of the sides of the square are equal. And each square is divided by the vertical and horizontal line. The diagonal line only serves as a means to measure the next square.
As you approach the center, it becomes harder to get a good feel as to what the side of the cube will look like because of the compression due to perspective. Of course, we're not done just yet!
Once you have the diagram done for one corner of the Cartesian plane, you need to repeat it for the other three corners. Don't worry; it's not as hard as you think!
The quickest way to do this is to duplicate the guide line layer. Then, manipulate it, usually flipping it vertically or horizontally, to get it to fit one of the quadrants. Normally, I copy the guide line layer three times and manipulate it all individually.
Then, I would merge the individual layers into one. This is how you use your layers effectively in a situation like this.

When everything is said and done, you should see the guide lines of a hallway. The more lines you draw, the closer you will arrive to the center of the Cartesian plane. Thus, the walls of the hallway will seem to disappear from view.
Obviously, as you multiplied the Cartesian plane into four quadrants, each side becomes one larger square. Therefore, each second division will be the perfect measurement for the perfect square.
The main point of this exercise is to help you realize that things will get compressed and distorted as it moves closer to the horizon. This is illustrated by how the diagonal lines seem to move towards a straight vertical line.
To measure the cube outside of the hallway, we need to use two point perspective. And to utilize perspective scaling perfectly, we need to understand how it relates to the two vanishing points.
Again, take out your canvas and do the two point perspective grid. Once you have done that, start a one point perspective vanishing point anywhere on the horizon. It may look like a three point perspective in the making, but it's not!
It's still two point perspectives with the one point perspective as a guide for scaling!
End the one point perspective by closing it off with a horizontal line. Then, draw two perspective lines heading towards the two vanishing points. After that, you can close off the square that you have formed.
From there, continue to construct the cube.

The end result will be a perfect cube as it should look in linear perspective. Moreover, constructing additional cubes are done in the exact manner. That 'X' from crossing the two vanishing points will be your guide to rendering it correctly.
You always need to remember that the cube is the measurement of all things. Put the object in the cube and you will get the right perspective of the object no matter how complicated it is.
Also, stay within the picture plane area so you don't distort the cube in perspective scaling!
This last example will take perspective even further by showing how it can exist in the real world.
Three point perspective is the most common type of perspective that people are able to see with our field of vision.
The concept to do this is no different than the previous examples in that you are still following the guidelines outlined by the vanishing points. The difference is that you are shaping the cube vertically as well as horizontally.
This time, we are going to play with the shape of the cube and the vanishing points that are created from it.
As per normal, start your one point perspective and then draw your cube. Play with the depth of the cube to show different variations. Make sure it is aligned with all the perspective points currently available.

Once you are done that, trace where your horizontal vanishing points are. You will discover that the vanishing points have shifted depending on the depth of your cube!
What's more, if you shift the same cube to a different part of the picture plane, you will discover that the vanishing points will remain where it is.
In the end, what you have done is just applying the same concepts that we have learned into new possibilities.
I hope you enjoyed this lesson on linear perspective and how it can distort your object.
With a little motivation and practice, perspective scaling will become easy in no time!
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