References / Rooms & interiors

Stairs from the landing above

Nine steps descending away from a camera 3.2 m up on the landing, tilted 30° down, with a wall on one side and a figure at the bottom, 24 mm.

Stairs from the landing above: Nine steps descending away from a camera 3.2 m up on the landing, tilted 30° down, with a wall on one side and a figure at the bottom, 24 mm.
Open in the 3-Point Perspective GridDownload PNGLesson: 3 Point Perspective: How to Draw It Step by Step

What to look at

From above, the treads show their whole top surface and the risers almost disappear: the opposite of the view from the bottom.

The nosings still lie on one straight line, now running down to a vanishing point below the picture, near the third point the walls' verticals lean toward.

The figure at the foot of the stairs is 4.6 m away and below the camera, so the horizon (above the frame) is far over its head: every part of it is seen from above.

What this scene is for

The view down a stairwell from the landing, which is how stairs appear in games, storyboards and comics far more often than the view from below. The camera is 3.2 m up and tilted 30° down, so this is also a working example of a three-point scene that is not a skyscraper.

The mistake it settles

Keeping the verticals vertical. Tilt the camera down by 30° and every upright in the scene leans toward a point below the picture — the wall, the door frames, the figure at the bottom. Draw them parallel and the scene looks like a flat elevation with a strange floor.

The camera

Lens24 mm on full frame
Camera height3.2 m above the floor (elevated)
Rotation18° to the scene's axes
Tilt30° down (three vanishing points)
Objects1.4 × 0.3 × 1.53 m block · 1.4 × 0.3 × 1.36 m block · 1.4 × 0.3 × 1.19 m block · 1.4 × 0.3 × 1.02 m block · 1.4 × 0.3 × 0.85 m block · 1.4 × 0.3 × 0.68 m block · 1.4 × 0.3 × 0.5099999999999998 m block · 1.4 × 0.3 × 0.33999999999999986 m block · 1.4 × 0.3 × 0.16999999999999993 m block · 0.1 × 3.4 × 3 m block · 1.75 m figure
Floor1 m squares

Measured off this render

Taken from the same camera model the tool draws with, on the 1340 × 754 PNG above.

Angle of view73.7° across (24 mm on full frame)
Horizon139 px above the top edge — outside the picture
Depth-axis vanishing point335 px from the left edge
Width-axis vanishing point2,505 px beyond the right edge
Vertical pointNadir 1,170 px below the picture
ObjectDistanceHeight on the renderBelow the horizon
1.4 × 0.3 × 1.53 m block2.6 m299 pxall of it
1.4 × 0.3 × 1.36 m block2.9 m250 pxall of it
0.1 × 3.4 × 3 m block2.9 m770 pxall of it
1.4 × 0.3 × 1.19 m block3.2 m206 pxall of it
1.4 × 0.3 × 1.02 m block3.5 m167 pxall of it

Draw it from these numbers

  1. The horizon is off the top of the picture, 139 px above the edge. Mark it on a larger sheet, or work from the grid: it is why every roof and every head is below you.
  2. Two vanishing points on that line: 335 px from the left edge, and 2,505 px beyond the right edge — far enough out that you should match the grid angles instead of chasing it.
  3. Nothing here is truly vertical: the uprights lean to a nadir 1,170 px below the picture.
  4. Set the scale from the 1.4 × 0.3 × 1.53 m block at 2.6 m, 299 px tall on the render; the horizon passes above it, so it is shorter than the 3.2 m camera.

Open the reference in the tool to move the camera, change the lens, or add your own objects at real sizes; the share link keeps your version. Draw over the PNG at 30–50% opacity in any app with layers.

Question

Why do I see the treads from above but the risers barely at all?

Because the treads are horizontal planes below the camera and the risers face away from it. From the bottom of the flight the opposite is true: the risers dominate and the treads vanish to lines. Comparing this scene with the two-point staircase reference, drawn from the foot of the flight, is the quickest way to see it.