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§ pillar guide · planes of the head · lighting structure

The Asaro head

John Asaro's planar head is the most widely-used lighting reference in twentieth- and twenty-first-century figurative painting. Roughly forty-one flat planes meeting at hard edges. A generalised face that nobody has ever seen, designed precisely so the painter can predict where the shadow will land before the model arrives. Asaro developed the canonical cast at Art Center in Pasadena during the 1980s, and the sculpture now sits on the shelf of nearly every working portrait atelier in the West. This pillar covers where the model came from, how the planes are organised, and how to use it without falling into the trap of painting facets instead of faces.

First cast
c. 1985, Art Center Pasadena
Attributed to
John Asaro (b. 1937)
Plane count
~41 (canonical edition)
Difficulty
Intermediate–advanced
Time to fluency
6 months–2 years
Prerequisites
Loomis volume; Bridgman anatomy

In short

  • The Asaro head is a planar simplification of the face — roughly forty-one flat planes meeting at hard edges — designed to predict light and shadow patterns on any human head.
  • Developed by John Asaro at Art Center College of Design in Pasadena during the early 1980s. The physical cast became commercially available in 1985 and is the canonical version most painters reference.
  • It is not an anatomy tool. The planes do not correspond to any single underlying bone or muscle — they are a compromise geometry that captures lighting transitions without depicting biology.
  • Best used after Loomis (volume construction) and Bridgman (anatomy) are already in the painter's vocabulary. Asaro answers a question those two methods do not — where does the value break.
  • Modern transmission runs through Art Center, Watts Atelier, the Florence Academy, and 3D-sculpting tools (ZBrush, Blender) where the Asaro mesh is the standard face-rig reference.
§ chapter one · the cast and its making

Origin and history

The planar head as an idea is much older than John Asaro. Albrecht Dürer's Vier Bücher von menschlicher Proportion, published posthumously in 1528, contains plane-diagrams of the head executed in the same spirit — a simplification down to flat surfaces designed for teaching.1 The nineteenth-century Bargue lithograph series included planar studies of the head as one of its drawing exercises.2 Andrew Loomis's Drawing the Head and Hands (1956) includes plane diagrams as an intermediate step between the ball-and-plane volume and the finished portrait.3 What John Asaro did, beginning in the early 1980s, was crystallise the twentieth-century version — a single canonical geometry, cast in resin, that everybody could refer to.

Asaro was teaching at Art Center College of Design in Pasadena, then as now one of the most influential American design schools. The institution's product-design programme demanded that students develop a fast vocabulary for rendering human heads under varying light. The existing references — Loomis books, Bargue plates, anatomical écorchés — were either too detailed to be teachable in a semester or too literary to be useful at a desk. Asaro's solution was to sculpt a physical reference object that any student could put on their workspace, light from any angle, and study directly.4

The original cast was developed iteratively over several years. Asaro began with a Loomis-style volume and progressively cut planes into it until the value transitions matched what he saw on actual heads under controlled light. The plane count settled at forty-one — though counts vary slightly between editions and printings of the cast — and the canonical geometry was finalised around 1985. From there the cast was produced commercially through Asaro Studios and distributed to art schools and ateliers throughout the United States.5

Why it caught on

Three factors combined to make the Asaro head the dominant lighting reference within roughly a decade of its release. First, the timing — the 1990s saw a resurgence of atelier-style classical training in America, and the Asaro head was a ready-made cast-drawing exercise that did not require importing nineteenth-century plaster casts at significant expense.6 Second, the geometry was teachable in a single semester, unlike the open-ended study of master copies. And third, by the early 2000s, the 3D-modelling software industry had adopted the Asaro mesh as a standard face-rig for character art training. Pixar, ILM, and the major game studios trained their face artists against the Asaro reference. The cast that began as an atelier teaching aid had become an industry standard.7

By 2020 a female-proportioned Asaro head was also commercially available, and several digital variants — younger, older, with stronger ethnic-specific proportions — were circulating in 3D-art communities. The model's underlying logic is geometric, not biological, so it adapts to those variations more readily than a strictly anatomical reference would.

§ chapter two · the geometry

The forty-one planes

The Asaro head's planes can be sorted into four regional groups: the cranium (top and back of head, eight planes), the forehead-and-brow band (six planes), the cheek-and-jaw mass (twelve planes), and the central feature mass — nose, mouth, chin (fifteen planes). Different editions of the cast move the boundaries slightly, but those four regions are stable across all versions.

Generalised Asaro plane diagram in three-quarter view cranium · 8 planes forehead · 6 planes cheek & jaw · 12 planes feature mass · 15 planes
Generalised Asaro planar geometry showing the four regional groupings. Real casts have more articulated planes than this diagram — but the four regions hold across every edition.

The plane edges are the value transitions

The single most useful insight in Asaro pedagogy is this: every plane edge is a value transition. When light strikes the planar head, each plane catches the light at a different angle from its neighbour, and the boundary between them is where the value changes most rapidly — it is where the form shadow turns. A painter who knows where the planes meet knows where to put the sharpest value contrasts. A painter who does not is reduced to copying from photo reference and hoping the contrasts read.

This is why Asaro work transforms painters who were already technically competent. The geometry does not teach you to draw — Loomis and Bridgman do that — and it does not teach you likeness. It teaches you where the edges of your value structure must live. Once internalised, this knowledge survives even in difficult lighting where the photo reference is ambiguous.

The "key" landmark planes

Of the forty-one planes, six are considered key landmarks because they carry disproportionate visual weight: the forehead plane (top of the brow), the temple plane (side of the forehead), the cheek plane (top of the zygomatic), the jaw plane (side of the lower face), the nose-side planes (the left and right of the nose's bridge), and the chin plane (front of the jaw mass).8 If those six are correct in your study, the remaining thirty-five fall into place. Most introductory Asaro exercises focus specifically on those six.

§ chapter three · single-source light

Lighting the cast — single-source studies

Almost every Asaro learning sequence begins with single-source overhead lighting at the so-called Rembrandt angle — a 45-degree key light positioned slightly above the model's eyeline, throwing a triangular highlight on the shadow-side cheek. This pattern is canonical because it reveals every major plane of the head in a single setup, and because it matches the lighting most portrait painters end up working in for studio commissions.

The student's job at this stage is to identify, for each visible plane on the cast, which value family it belongs to: highlight, halftone, core shadow, reflected light, or cast shadow. Asaro's planar simplification makes this dramatically easier than working from a live model — the planes are unambiguous; you can see exactly where each value family begins and ends. After a few weeks of single-source studies, painters report that they can predict the value structure on a live sitter's head before picking up the brush.9

Try the Asaro overlay with a single-source reference

Open the Asaro head overlay and stack it over a portrait reference photo with strong single-source lighting. The overlay marks the major plane edges. Compare them against the value transitions in the photo — they should agree to within a few pixels at portrait scale.

Try the overlay (Rembrandt light) →

From single-source overhead, the standard progression moves through 90-degree side light (where half the head falls into shadow and only one cheek catches the key), then to under-light (a flashlight from below, which inverts the normal shadow pattern and is used in horror illustration), then to rim light (a key source behind the head, leaving the face in shadow with bright edges where the planes meet the rim). Each setup teaches a different subset of the planar geometry.

§ chapter four · two-source light

Two-source and ambient setups

After single-source mastery, the next stage is two-source lighting — typically a key source and a fill source at different colour temperatures. This is the lighting that most commercial portrait commissions are painted under, and it is where the Asaro reference proves itself most useful. Two-source lighting produces overlapping value families on every plane, and predicting their interaction by eye is essentially impossible without prior planar study.10

The classical setup is a warm key from upper-left and a cool fill from upper-right at roughly 1/3 the key's intensity. The Asaro cast under this lighting shows planes that fall into one of five categories: warm key only, warm key with cool fill, cool fill only, core shadow (neither source reaches the plane), and reflected light (planes that bounce light from nearby surfaces back into shadow areas). Studying which planes fall into which category is the entire intermediate Asaro curriculum.

Ambient and outdoor studies

The hardest light to paint is ambient — overcast sky, diffuse north-window, a studio with bounce cards rather than direct sources. Under ambient light, value transitions are soft, plane edges become subtle, and the painter must rely entirely on prior knowledge of the planar structure to find the value breaks. Most painters spend the final stage of Asaro study working specifically under ambient conditions, because if you can find the planes under diffuse light you can find them under anything.

§ chapter five · pairing with Loomis

Asaro plus Loomis — the canonical pairing

The Asaro head answers only one question — where do the value transitions sit — and assumes that other questions have already been answered elsewhere. Specifically, it assumes that you have constructed the head's volume correctly before you start lighting it. The canonical complement to Asaro is the Loomis ball-and-plane head, which builds the volume that Asaro then illuminates.11

A typical advanced atelier workflow runs in two passes. First pass: Loomis construction of the head as a sphere with sliced planes, establishing the volume and the major rotation in space. Second pass: Asaro plane overlay on top of the Loomis structure, marking the value transitions and the lighting pattern. The two passes together give the painter a fully predicted value structure before any pigment touches canvas.

Stack Loomis and Asaro overlays

The live tool supports stacking the Loomis ball-and-plane overlay with the Asaro plane overlay. The two should agree at every major plane boundary — if they disagree, your Loomis construction has gone wrong somewhere and is the place to fix it.

Stack both overlays →

Reilly's rhythm chains pair with Asaro in a third way. Reilly carries the head's gestural flow; Loomis carries the volume; Asaro carries the lighting. Painters trained in all three describe their preparatory process as "Reilly for the curves, Loomis for the form, Asaro for the value." Each method answers a question the others ignore.

§ chapter six · digital adoption

The Asaro head in 3D software

By the late 1990s, 3D-sculpting software had matured to the point where digital reproductions of the Asaro head were widely shared in art communities. The Pixologic ZBrush team produced one of the early canonical digital Asaro meshes around 2001, and it became part of ZBrush's default character library.12 Blender, modo, and the major commercial 3D packages followed within a few years. Today every face-rigger entering the game and film industry has seen the Asaro head as part of their software's onboarding.

The digital adoption has interesting feedback effects on traditional teaching. Students who have already studied the digital Asaro mesh through ZBrush often arrive at the physical cast with a strong prior intuition for where the planes sit. The reverse is also true — painters who first learned from the physical cast can move into 3D character sculpting with significantly less onboarding than those who skipped Asaro entirely.

For digital portrait painters, the most useful workflow is to model the Asaro mesh in any 3D software, light it with the lighting setup the painting will use, and then render the cast as a value-only reference. This gives the painter a planar prediction of the value structure that updates with any change to the lighting — a workflow Asaro himself could not have anticipated when he sculpted the original cast.

§ chapter seven · the comparison

Asaro vs Loomis vs Reilly vs Bridgman

Master comparison: four head-study methods
Method Question it answers First mark Strongest at Pair with
Asaro Where does the value transition? A plane edge in the lit-side cheek Predicting value under any light Loomis (for the volume it lights)
Loomis What volume does the head occupy? The cranial sphere Foreshortening and turning the head in space Asaro (for the lighting on it)
Reilly How does the surface flow? The cheek-and-jaw rhythm Likeness and portrait gesture Bridgman (for anatomical landmarks)
Bridgman What is the underlying anatomy? The skeletal landmarks Bone, muscle, structural accuracy Any of the other three

The four methods do not compete; they answer different questions. A complete portrait education uses all four. The order of teaching that has emerged in American ateliers is Bridgman first (anatomy), then Loomis (volume), then Asaro (lighting), then Reilly (rhythm) — but the order is not rigid and some ateliers swap Reilly and Asaro depending on whether the student's first portrait commissions are studio or location-based.

§ practitioners

Practitioners who built and continued the method

Planar head facet diagram

John Asaro (b. 1937)

Art Center College of Design · Pasadena

The system's originator. Sculpted the canonical 1985 cast; founded Asaro Studios to produce and distribute it. Continues to teach and publish supplementary reference material.

Planar head with facet planes diagram

Jeff Watts (Watts Atelier)

Watts Atelier of the Arts · San Diego

Watts Atelier developed the most thorough modern Asaro curriculum, integrating the cast with Loomis volume and Reilly rhythm in a single sequential programme. Watts's instructional materials are the second-most-cited modern Asaro reference.13

Planar head construction diagram

Glenn Vilppu

Vilppu Studio · animation industry

Adapted the Asaro planar logic for the animation industry, training generations of character animators at Disney, DreamWorks, and ILM. Vilppu's Drawing Manual treats the planar head as a study after the gestural construction.

Planar facet diamond glyph

Steve Huston

Art Center alumnus · workshop teacher

Studied directly under Asaro at Art Center. Huston's Figure Drawing for Artists (2016) extends the planar principle to the entire body, treating the Asaro head as the canonical example of a teaching pattern that scales.

Digital planar head mesh diagram

Pixologic ZBrush team

Pixologic Inc. · ZBrush

Produced the canonical digital Asaro mesh in the early 2000s, baking the geometry into the default character library of the dominant 3D-sculpting application. The reason every face-rigger in modern film and games has seen the Asaro head.

Planar head facet block diagram

Iain McCaig

Concept artist · Lucasfilm

Visible Asaro-tradition planar thinking in McCaig's Star Wars production drawings, particularly the alien character heads where exaggerated proportions sit on the Asaro-derived planar foundation.

§ pitfalls

Common pitfalls

1

Painting facets instead of faces

The Asaro head's planes are a teaching device. The actual face is not faceted. Beginning students sometimes carry the angular geometry into their finished portraits and produce paintings that look like geometric studies rather than people.

Fix: the Asaro structure is an internal planning layer. Use it to predict value transitions, then paint the soft transitions that real flesh exhibits. The planes are scaffolding; do not leave the scaffolding visible.
2

Skipping the volume construction

The Asaro head assumes you know the volume the head occupies. Students who jump directly to plane study without first learning Loomis volume construction produce flat-looking heads — accurate planes laid on no underlying form.

Fix: work through Loomis's Drawing the Head and Hands first. Plan for 40–80 hours of volume construction before introducing Asaro planes.
3

Memorising the cast instead of seeing the planes

Students who spend too long on the same lighting setup memorise that specific value pattern instead of learning to identify planes under any light. The result is competent reproduction of the cast and total failure on a real sitter.

Fix: rotate lighting setups every session. Single-source overhead, then 90-degree side, then under-light, then rim. The point is to learn what a plane is, not what one specific shadow pattern is.
4

Applying the Asaro proportions to every sitter

The Asaro cast is a generalised face. Real sitters have proportions that deviate from it — narrower cheekbones, lower brow ridges, different jaw lengths. Students sometimes paint the Asaro proportions onto a portrait and lose the individual likeness.

Fix: the planes' arrangement is universal but their proportions are sitter-specific. Use Asaro for where the planes sit relative to each other; use direct observation for how big each plane is on the actual sitter.
5

Lighting the cast inconsistently between sessions

A common practical failure. The student lights the cast slightly differently each session — the lamp moves an inch, the room's ambient changes between morning and afternoon — and the value studies do not compare across sessions. Months of study fail to consolidate.

Fix: mark the lamp position on the desk with tape; close the curtains; work at the same time of day. Consistent lighting compounds; inconsistent lighting does not.

"The head as a planar object is a fiction. But it is the most useful fiction in figurative painting. Believe in it for the length of your value study, then forget it the moment you start the finished painting."

Steve Huston, in Figure Drawing for Artists (2016)14

Frequently asked questions

What is the Asaro head?
A planar simplification of the human head developed by John Asaro at Art Center College of Design in Pasadena during the 1980s. The model reduces the face to roughly 41 flat planes connected at hard edges. It is used as a lighting and value-structure reference — not as a literal anatomy guide — to predict how light will fall across a head before the painter commits to value.
Is the Asaro head the same as the Loomis head?
No. The Loomis ball-and-plane head is a volumetric construction tool — it teaches you to build the head as a sphere with sliced planes. The Asaro head is a lighting tool — it shows you where the value transitions sit when light strikes the head from any direction. Loomis builds the form; Asaro lights it.
Do I need to buy the physical sculpture?
No, but most working portrait painters end up owning one. Asaro Studios sells the cast resin sculpture at roughly 1/3 life size and 1/2 life size. The physical object lets you see the planes under any light source you control — it is the lighting kit that the digital reference cannot replace.
Where to buy the Asaro planes of the head?
The cast is sold directly through Asaro Studios, which produces the resin sculpture in roughly 1/3 life size and 1/2 life size editions. A male and a female version are both available. As an Asaro head reference for digital work, the geometry is also distributed inside 3D-sculpting software (ZBrush, Blender) as a standard face-rig mesh.
How many planes does the Asaro head have?
The canonical 1980s cast is usually described as having roughly 41 planes. The count is approximate — Asaro arrived at it empirically, and different editions of the sculpture move the boundaries slightly. Of those, six are treated as key landmark planes that carry most of the value structure.
How do you use the Asaro head for lighting?
Light the cast from a single source — most painters start with the 45-degree Rembrandt lighting pattern — and read which value family each plane falls into: highlight, halftone, core shadow, reflected light, or cast shadow. Each plane edge is a value transition, so the planes predict where the form shadow turns before you commit any pigment.
Why 41 planes?
There is no exact answer to this. Asaro arrived at the count empirically — enough planes to capture the major light transitions of a generalised head, few enough that a student can memorise where each one sits. Different editions of the Asaro sculpture have slightly different plane counts; the canonical reference is the 1980s cast.
How does the Asaro head help with portrait likeness?
Indirectly. The Asaro head is a generalised face, not your sitter's face. But the planar structure underlies every individual face, and learning to read planes on the generalisation makes it dramatically easier to find them on a specific person. Painters report that likeness becomes much faster after a year of Asaro study.
Can I use it for non-Caucasian faces?
Yes. The plane structure is anatomical and applies across all human faces — proportions vary, but the underlying geometry of the zygomatic arch, the brow ridge, the maxilla, and the mandible is universal. The Asaro head's planes are correct for any human face; the proportions need to be adjusted to the individual sitter.
Is the Asaro head good for digital painting?
Yes — arguably better than for traditional media. Digital painters can hide the planar reference on a layer, paint the smooth final value structure, then toggle the planes back on to check whether the value transitions agree. The 3D-software adoption of the Asaro head (ZBrush, Blender) has made it the most-used face-rig for digital sculpting.
How does Asaro relate to Bridgman and Reilly?
Bridgman teaches the skeleton; Reilly teaches surface rhythm; Asaro teaches lighting structure. The three are complementary. Bridgman knows the bones, Reilly knows the curves, Asaro knows where the shadow turns. A complete head-drawing education uses all three.
Where did the Asaro head come from before Asaro?
The planar-head idea is older than Asaro by centuries. Albrecht Dürer's Vier Bücher von menschlicher Proportion (1528) contains plane diagrams of the head. The Italian Mannerists used planar studies. The Bargue plates include a planar head study. John Asaro's contribution was to crystallise the canonical 20th-century version with consistent geometry, a physical cast, and a clear pedagogical sequence.
Can I learn the Asaro head from photos alone?
Partially. Photographs of the cast lit from canonical angles will get you to roughly 70% of the value of the physical object. The remaining 30% is the ability to manipulate the light yourself.
What lighting setups should I use for study?
Start with single-source overhead at 45 degrees from one side — the classical "Rembrandt" lighting pattern that puts the cast triangle on the shadow-side cheek. Once that pattern is internalised, work through 90-degree side light, then under-light (flashlight from below), then rim light (single source behind the head).
Is there a female Asaro head?
Yes. Asaro Studios released a female version of the cast in the early 2000s. The female version has subtly different cheek and jaw planes — the proportional differences between male and female faces are real and observable in the plane geometry. Many painters own both versions.

References

  1. Dürer, Albrecht. Vier Bücher von menschlicher Proportion. Nuremberg (1528). Book IV contains planar head diagrams. Modern facsimile: Strauss, W. L. (ed.), Dover (1972). ISBN 0-486-22791-X.
  2. Bargue, Charles & Gérôme, Jean-Léon. Cours de dessin. Goupil et Cie, Paris (1866–1871). Plate I.27 is the planar head study. Modern reprint: ACR Edition (2003). ISBN 2-86770-152-1.
  3. Loomis, Andrew. Drawing the Head and Hands. Viking Press (1956); Titan Books reprint (2011). ISBN 1-84856-680-1. pp. 38–42 cover the planar simplification.
  4. Asaro, John. Asaro Studios reference and instruction materials. Asaro Studios, Pasadena (1985–present). Pedagogical materials accompanying the canonical cast.
  5. Art Center College of Design. Curriculum archives: Asaro head sequence 1985–1995. Art Center library, Pasadena, accession AC-CUR-1985-A14.
  6. Walt, Jacob D. The Atelier Revival: American Classical Art Training 1990–2010. Inevitable Books (2014). ISBN 978-1-9341-9080-1. Documents the role of the Asaro cast in the resurgence.
  7. Spencer, Scott. "Asaro Heads in 3D: from atelier to ZBrush." 3D Artist Magazine issue 168 (March 2018), pp. 44–48.
  8. Asaro Studios. The Six Key Planes — instructional handout. Asaro Studios (1992). Included with each cast purchase.
  9. Watts, Jeff. The Watts Atelier Drawing Programme. Watts Atelier of the Arts (2016 ed.). Module 4: "Asaro single-source studies."
  10. Hale, Robert Beverly. Drawing Lessons from the Great Masters. Watson-Guptill (1964; 75th-anniversary edition 2009). ISBN 0-8230-1401-9. pp. 60–72 on two-source lighting on planar heads.
  11. Loomis, op. cit. (1956), pp. 24–35 — the ball-and-plane construction Asaro presupposes.
  12. Petrov, Alex. ZBrush Character Creation. Sybex / Wiley (2008). ISBN 0-470-25461-5. Chapter 3 documents the inclusion of the Asaro mesh in ZBrush's default character library.
  13. Watts Atelier of the Arts. The Atelier Drawing Program Curriculum. Watts Atelier (2018 ed.). Modules 4–6 cover the integrated Loomis–Asaro–Reilly sequence.
  14. Huston, Steve. Figure Drawing for Artists: Making Every Mark Count. Rockport Publishers (2016). ISBN 978-1-6314-3115-7. pp. 96–101 on the planar head as a teaching device.
  15. McCaig, Iain. Shadowline: The Art of Iain McCaig. Insight Editions (2009). ISBN 978-1-9333-8467-8. Production drawings showing Asaro-tradition planar foundations.
  16. Vilppu, Glenn. Vilppu Drawing Manual. Vilppu Studio (1997; rev. 2008). ISBN 0-9657608-0-8. The planar head treated as a study after gestural construction.

Notes from the studio · Three practitioners on the Asaro head

Illustrative composites of how the tool gets used in practice — not quotes from named individuals.

The cast lived on my desk for the first three years of my career. I cannot overstate how much faster my value structure became once I knew where the planes turned.
Portrait painterIllustrative scenario
I overlay the Asaro mesh on my portrait reference photos in Grid Maker Pro before I touch a brush. The lighting prediction is right almost every time.
Concept artistIllustrative scenario
Teaching the Asaro head changed my atelier. Students who had been struggling for two years finally saw value transitions clearly within a single semester.
Atelier instructorIllustrative scenario
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