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The Grid Method for Portraits: From Placement to Likeness, in Pencil and Paint

Half-finished graphite portrait on paper with a light drawing grid, pencils and kneaded eraser beside it
Image was generated with AI
5 min read

Most failed portraits are not failures of shading. They are failures of placement: an eye two millimetres too high, a mouth a fraction too wide, a nose that sits a hair off the centreline. The face still looks like a face, just not like that face. A grid fixes exactly this problem, because it turns "does this look right?" into "is this shape in the same cell as it is on the reference?"

The reason it works has nothing to do with cheating. When you look at a face as a face, your brain hands you a symbol: two eyes, a nose, a mouth. That symbol quietly overrides what is actually in front of you. That is why beginners draw eyes too large and place them too high on the skull: the symbol is more memorable than the measurement. Splitting the reference into cells interrupts that shortcut. Inside one 2-centimetre square there is no "eye", only a dark curved shape that starts a third of the way down the left edge. You draw shapes, and the likeness assembles itself.

Part One of this guide is the drawing: grid density, the proportion checks that carry the likeness, and a four-pencil shading order. Part Two carries the same gridded drawing onto canvas in five stages, because paint changes the sequence even though it does not change the measuring. If you have never gridded a drawing before, the complete grid drawing guide covers the mechanics of scaling and transfer first.

Part One: Drawing the Likeness in Graphite

Grid Setup for Portrait Drawing

One density, not a formula

Every grid question for a portrait reduces to a single number: how many divisions fall across the width of the head.

  • Beginners: 8 to 10 divisions across the head.
  • Intermediate: 12 to 16 divisions across the head.

Width of the head means the measurement taken at the eye line, cheekbone to cheekbone. Bone, not hair: hair volume changes with the haircut and tells you nothing about the skull underneath.

That is the whole rule. Everything else, paper size, head size, crop, is arithmetic downstream of it.

On a standard 8x10 inch sheet, a 16x20 grid puts you in the beginner band: half-inch (1.3 cm) cells, square, dividing both edges exactly. A head-and-shoulders crop with the head about 5 inches wide spans ten of them, and 4 inches spans eight. Half an inch is small enough that no feature is bigger than the cell containing it, and large enough that you are still drawing rather than colouring in squares.

Resist the urge to go denser because a portrait "feels harder" than a landscape. Past sixteen divisions across the head the drawing becomes mechanical, and you start believing the grid instead of your eyes. Every cell boundary is another line to erase later. If you are unsure where a shape belongs, the answer is almost never more cells. It is a longer look at the one cell you are in.

Move up to the 12-16 band when you can place all the major landmarks in the 8-10 band without re-measuring. Do not mix bands within one drawing by subdividing "important" zones; a grid whose cells are not all the same size stops being a measuring instrument.

Where the lines should fall

A grid dropped arbitrarily on a face wastes half its usefulness. Two placement decisions pay for themselves immediately:

Put a vertical line on the facial centreline. In a front view this line runs through the bridge of the nose, the philtrum and the chin. It gives you a constant symmetry reference: you can compare left and right cell by cell instead of eyeballing the whole face.

Put a horizontal line on the eye line. The pupils are the single most unforgiving landmark in portraiture, and a line running through them turns their placement into a check rather than a guess.

If your grid can also catch the base of the nose on a horizontal, take it. Beyond that, stop optimising. You need the grid square and regular far more than you need it clever.

Finally, include the whole composition in the grid, not just the face. Hair mass, neck, shoulders and the negative space above the head all belong inside the gridded area. Running out of paper for the top of someone's head is entirely preventable at setup. Gridding the reference digitally is the fastest way to do it, because you can nudge the crop until the lines fall where you want them before anything is committed to paper. Our image grid generator takes a few seconds.

Grid your portrait reference in seconds

Upload a photo, set the divisions, print or draw from the overlay

Try GridMyPic Free

Facial Proportion Guidelines

Classical proportions are not rules you impose on a face. They are the baseline that lets you notice how a particular face differs, and those differences are the likeness. Learn the canon so you can measure the deviation.

The vertical thirds

The face divides into three roughly equal bands: hairline to brow, brow to the base of the nose, and base of the nose to the bottom of the chin. Real faces rarely split evenly, and that is the point. When you grid a reference and find the middle third occupying two and a half cells while the lower third takes three, you have just recorded something specific about that person's face instead of a general impression.

The five-eye rule

Head width, measured at the eye line, equals about five eye widths: one for each eye, one for the gap between them, and one from each outer eye corner to the edge of the head. This is the fastest error check in portraiture. Count eye widths across your drawing; if you get four, your eyes are too large, the most common single mistake in beginner portraits.

The landmark checks worth memorising

Four relationships catch the majority of placement errors:

  • Nose width roughly equals the distance between the inner eye corners.
  • Mouth corners fall somewhere between the inner edge of each iris and the pupil centre in a relaxed expression. Different canons name different points, which tells you how much this one varies between faces: measure it on your reference rather than assuming.
  • The ears span from the brow line to the base of the nose.
  • The eye line sits near the vertical midpoint of the whole head, not the top third. Measure from the crown, not the hairline, and the skull above the brow will be larger than you expect.

Run all four against the grid before you commit to any shading. Each one takes ten seconds and each one, when wrong, is individually capable of destroying the likeness.

Recording the deviations

Once the canon is in your head, the grid converts vague unease into a number. "The nose seems long" becomes "the nose covers three cells where the classical third would give it two and a half." "Something's off around the eyes" becomes "the left eye starts half a cell lower than the right." Those are corrections you can act on.

Eye spacing and nose proportion vary enormously between individuals, and the temptation is to normalise them back toward the average. Don't. The wide-set eyes and the long nose are what make the drawing recognisable.

Step-by-Step Portrait Process

1. Choose a reference with directional light. Flat, evenly lit photographs contain almost no form information, so you will spend the whole drawing inventing shadows. Look for a clear light direction, a visible transition from light to shadow across the cheek, and enough resolution to see into the shadow areas.

2. Build both grids. Grid the reference first, then give the paper the same number of cells. That is the only thing that has to match. Cell size does not: sixteen cells across a six-inch reference and sixteen across an eight-inch sheet enlarge the image by a third and leave every proportion intact.

Mark the divisions along all four edges of the paper first, then rule between opposite marks rather than measuring each line separately. Use a 2H and a straightedge, at the lightest pressure that still leaves a visible line. (Pencil grades read as a letter and a number: H is hard, B is black, and the number scales each direction, so 4B is softer than 2B and 4H harder than 2H. HB sits in the middle, F just to the hard side of it. Blick's guide to choosing a drawing pencil lays the whole scale out.)

Then measure both diagonals of the paper grid. If they differ by more than a millimetre the grid is skewed, and every measurement you take from it will be wrong. Fix it now: the check costs thirty seconds and saves whole drawings.

3. Label the coordinates. Letters down one edge, numbers along the other. When you are deep into an eye and need to check where the far nostril belongs, "C7" is faster and more reliable than counting cells.

4. Plot landmarks as dots, not features. Mark eye corners, pupil centres, nostril edges, mouth corners, the top and bottom of each ear, the chin, and the outer edges of the hair mass. Dots only. That keeps everything adjustable while the proportions are still in flux, and forces you to look at relationships rather than render an eye you have not yet placed.

5. Connect the dots into flat shapes. Head contour, jawline, hairline, and the simple geometric block of each feature. Check negative space as carefully as positive shape: the gap between the nose and the upper lip is as measurable as the nose itself, and often more revealing.

6. Run the four proportion checks. Five-eye width, thirds, ear span, mouth corners against pupils. This is the last cheap moment to fix anything.

7. Erase the grid before final shading. Once landmarks and basic shapes are locked, lift the grid lines with a kneaded eraser using gentle dabbing rather than rubbing. Shading over grid lines traps them under graphite where they can never be removed. Some artists leave the faintest trace in the hair or background as an anchor; nothing should remain across the face.

Shading and Graphite Technique

Why the pencil grades behave differently

Graphite is crystalline carbon in flat sheets that slide over each other, which is why it deposits so smoothly and why it reflects light. Pencils are not pure graphite: they are graphite mixed with clay. More clay makes a harder, lighter, more precise pencil (the H range); more graphite makes a softer, darker one (the B range). That explains the most common shading failure, which is pressing hard on an H pencil to get a dark value. You cannot. The clay burnishes the paper flat, kills the tooth (the fine surface texture that catches and holds graphite), and leaves a grey shine that no later work will fix.

Four pencils, in order

You need a small, deliberate range, used in sequence:

  • 2H: the grid and the plot. Light enough to erase cleanly, hard enough not to smear under your hand.
  • HB: structure. The first pass of real value: the big shadow shapes, the plane of the cheek, the mass of the hair. Stop at roughly sixty percent of the value you eventually want.
  • 2B: form. This is where the portrait becomes three-dimensional. Deepen the shadow side, soften the transitions, and let values flow across what used to be cell boundaries.
  • 4B to 6B: accents only. Pupils, nostrils, the line between the lips, the deepest cast shadow under the jaw. These grades appear in a handful of places, not across the face.

Build values in layers rather than trying to hit the final darkness in one pass. Layering preserves the tooth, keeps corrections possible, and produces the luminosity that heavy single applications destroy. Small overlapping circular strokes ("circulism") give the smoothest skin tones. Strokes that follow the form add texture and reinforce structure: horizontal across the forehead, radiating around the eyes.

Edges carry as much information as values

A cast shadow under the nose has a hard edge near the nose and softens as it travels. The turn from light into shadow across a cheek is entirely soft. The lash line is hard; the lower lid is soft. Drawing every edge with the same crispness is what makes a technically accurate portrait look like a cut-out. Note edge quality while the grid is still up: the cell tells you exactly where a hard edge becomes a soft one.

Catchlights and reflected light

Two small pieces of observation do more for realism than any amount of blending.

The catchlight is the reflection of the light source in the eye, usually a tiny bright spot at the upper edge of the iris or pupil. Preserve it as untouched paper; never draw around it and then try to erase it back. Placed consistently in both eyes, it is what makes them look wet and alive. A pupil rendered as solid black without one reads as a hole.

Reflected light is what keeps shadows from dying. Light bounces from the collar into the underside of the jaw, from the cheek into the side of the nose, from the shoulder into the shadowed temple. These areas are dark but not the darkest. Reserve your true darks for the pupils, nostrils and the deepest occlusion shadows, and let every other shadow keep a little light in it.

Protect the paper white for the brightest highlights: the tip of the nose, the top plane of the cheekbone, the lower lip, the catchlights. Once graphite touches those areas, the brilliance is gone for good.

Troubleshooting Common Portrait Errors

"It's accurate but it isn't them." Likeness lives in millimetres. Re-measure the distances between landmarks on both reference and drawing, in actual millimetres: inner eye corner to nose wing, mouth corner to jaw angle, brow to eye. It is almost always one of the secondary relationships rather than a feature drawn badly. A nose base two millimetres high shifts the entire facial balance.

The eyes look startled. Too much of the iris is showing. In a relaxed expression the upper lid crosses the top of the iris and cuts off roughly the top quarter to third of the circle. If you can see a full unbroken circle with white above it, you have drawn a stare. Draw the lid overlap first and the iris underneath it, rather than drawing a complete iris and trying to cover it afterwards.

A checkerboard face. Values change abruptly at cell boundaries because each square was shaded as an isolated unit. Use the grid for placement and initial value only; from the 2B stage onward, work across several cells at a time with strokes that deliberately cross the lines. The grid is scaffolding, and scaffolding comes down.

Everything is mid-grey. The value range is compressed: no true darks, no preserved whites. Hold a value scale against the drawing and against the reference. A value scale is a strip of grey patches running from paper white to the darkest mark your pencils make, usually in nine or ten steps; you lay it beside an area, find the matching patch, and read off a number instead of guessing. Most beginners work within the middle third of the available range and wonder why the portrait looks flat.

The hair looks like a helmet. It was drawn as an outline filled with strands. Hair is a mass with internal direction: block the overall silhouette, find the two or three major value groups inside it, stroke along the growth direction, and leave paper for the shine. Individual strands, if any, go last and only at the edges.

Grid lines that drifted. Freehand grid lines curve, and small curves compound across the drawing. Use a straightedge for every line, and verify with the diagonal check before you start.

Materials and Tools

Pencils. A set of 2H, H, HB, 2B, 4B and 6B covers everything described above. Keep two of each grade you use most so a broken point does not interrupt the drawing, and sharpen several before you start. Quality matters more than range: consistent graphite behaves predictably under pressure, which is the entire basis of value control.

Paper. Use vellum Bristol for most portrait work. Strathmore rates the vellum surface for graphite because of its more pronounced tooth, and that tooth is what lets you build value in layers. The smooth (plate) surface is made for pen, marker and airbrush and has almost no tooth: it takes very fine detail and then refuses to go dark, so keep it for small, tight work you do not intend to push. Standard 2-ply Bristol is around 270 gsm, heavy enough to survive repeated erasing without buckling. Choose acid-free.

Erasers. A kneaded eraser is the portrait artist's primary tool for lifting grid lines and pulling highlights back out of a shaded area; knead it often to expose a clean surface. A vinyl eraser handles larger corrections. Modern white vinyl is non-abrasive at light pressure, but pressure and repetition in one spot will damage any paper, so work lightly and move around rather than scrubbing at a single patch.

Blending. Stumps and tortillons smooth transitions but turn values muddy when overused, and they flatten the paper's tooth. Blend sparingly, or not at all: layered circular strokes with a 2B produce cleaner skin than any amount of smearing. Whatever you use, blow the loose graphite off the sheet away from your face, or sweep it off with a soft brush.

Straightedge. A ruler with clear markings, ideally a T-square. Grid accuracy is drawing accuracy.

Part Two: From the Drawing to Paint, in Five Stages

You can now grid a photo and pull a likeness out of it in pencil. Paint is a different job: the drawing has to survive being covered up, the values have to be decided before the colour goes on, and every hour you spend fixing proportions in wet paint is an hour you don't spend painting. This is the five-stage sequence that gets you from a gridded photograph to a finished portrait, with the materials, the rough timings and the one mistake that ruins each stage.

Five painting stages of the same portrait: gridded reference, line transfer, three-value block-in, flesh-tone underpainting, finished painting
The five stages, left to right: gridded reference, transfer, three values, flesh tones, edges and highlights.Image was generated with AI

The five stages at a glance

Stage one grids the reference and settles the values. Stage two puts an accurate drawing on canvas. Stage three covers the whole canvas in three values. Stage four turns those values into skin. Stage five decides where the viewer looks. Nothing in stage four can rescue a bad stage two, which is why the drawing gets its own stage instead of being rushed on the morning you start painting.

The example throughout: a head-and-shoulders portrait from an 8x10 inch photograph onto a 40x50 cm canvas: a standard shop size, and the reason the arithmetic works out so cleanly.

Stage 1: Grid the reference and plan your values

Print the reference at 8x10 inches and lay a grid of 1-inch cells over it: 8 columns by 10 rows, 80 cells. That density is right for a head: each eye lands inside roughly one cell, so a misplaced pupil is a one-cell problem, not a whole-face problem. That is about half the density Part One asks for in graphite, and deliberately so. A loaded brush covers more ground than a pencil point, so a finer grid buys precision you cannot execute in paint, which is the same reason charcoal wants a coarser grid still. Generate the grid digitally rather than ruling it by hand; a printed line that is a millimeter off is an error you will faithfully copy twenty times. In GridMyPic, load the photo, set an 8x10 division, and switch on coordinate labels so you can call out "C4" instead of counting rows every time. Set up your reference grid.

Then do the part most painters skip. Print a second copy in grayscale and squint at it until the detail collapses, and mark every cell as one of three things: shadow, halftone, or light. Write the numbers straight onto the print: 1 for shadow, 2 for halftone, 3 for light. Dark to light, so the direction matches a bought value scale. That map is the plan for stage three, and making it now, with the photo in front of you and no wet paint on the brush, takes twenty minutes instead of two hours of indecision later.

Time: 20-30 minutes. Materials: the printed reference, a grayscale copy, a pen.

Mistake to avoid: gridding a reference that is too small or too dark in the shadows. If you cannot see the edge of the jaw against the background in the print, you will invent it on the canvas. Invented edges are the first thing that reads as "not quite them".

Stage 2: Transfer the drawing to canvas

Use the same grid count on the canvas: 8 columns by 10 rows. On a 40x50 cm canvas each cell is exactly 5 cm square, so a 1-inch reference cell becomes a 5 cm canvas cell, an enlargement of just under 2x. Identical counts are the whole point. The cell is the unit of measurement, and as long as C4 on the photo is C4 on the canvas, the scale factor takes care of itself.

Two ways to draw the lines. Thinned burnt umber (a little oil color cut with odorless mineral spirits to the consistency of ink, applied with a rigger or a small round) disappears under the first layer of paint and never contaminates anything, because it is the same material as the painting. Or 2H graphite, which stays crisp and lets you erase, but must be applied with almost no pressure: a hard pencil pushed into primed canvas grooves the surface permanently. Vine charcoal is a third option and wipes away entirely with a dry cloth, but it will gray your first flesh mixtures if you leave it on.

Draw the head with the grid, not around it. Work cell by cell, plotting where the contour enters and leaves each 5 cm square, and check the landmarks that carry the likeness first: outer corners of the eyes, the base of the nose, the corners of the mouth, the width of the head at the cheekbones. Get those four right and the rest can be adjusted.

Time: 45-90 minutes. Materials: 40x50 cm canvas, straightedge, 2H pencil or thinned burnt umber and a rigger brush, kneaded eraser.

Mistake to avoid: starting to render. This stage produces a map of shapes and boundaries, not shading. Every minute spent on eyelashes here is deleted in stage three.

Stage 3: Block in three values

Cover the entire canvas. No white should be showing when this stage ends, including the background. An unpainted patch makes every value next to it look wrong, so you will keep correcting things that were already correct.

Mix exactly three piles on the palette from your value map: a dark for the shadow shapes, a mid for the halftones, a light for the lit planes. In oil, thin them with a little solvent so they go on lean and dry fast. In acrylic, use them straight from the tube with a touch of water. Use a big brush (a size 10 or 12 flat on a canvas this size) and lay the shapes in flat, edge to edge, exactly where the numbers on your grayscale print say they go. A portrait blocked in correctly at this stage already looks like the person from across the room; at arm's length it looks like nothing at all. That is the correct result.

Keep the paint thin. Everything after this goes on top, and thicker layers over thinner ones is the sequence that stops oil paintings cracking.

Time: 1-2 hours. Materials: three pre-mixed values, a large flat brush, solvent or water.

Mistake to avoid: blending the three values into each other while they are wet. The transitions are stage five's job. Blending now gives you a uniform gray mush with no structure to build on.

Stage 4: Mix the flesh tones

Five colors do the whole head: titanium white, yellow ochre, cadmium red light, burnt umber, and ultramarine blue. That is a variant of the limited palette portrait painters have used for centuries, and it holds together precisely because it cannot produce a color that clashes with the rest of the canvas.

The base mixture for lit skin is white plus yellow ochre plus a small amount of cadmium red light. Start with far less red than you think, because you can always add more and skin that has gone pink is very hard to walk back. Burnt umber warms and darkens it toward the shadow; ultramarine cools it.

Shadows on skin lit by a warm light source go cooler, not just darker. Take your light mixture, add burnt umber to drop the value, then add a touch of ultramarine to shift the temperature. Reach for black only once you know why: it flattens skin fast, and mixing your darks from umber plus ultramarine keeps the transparency that makes skin look like skin. Where light bounces back into the shadow from a collar or a wall, the reflected light is warmer again but still darker than anything in the lit half; keeping it dark is what stops the shadow side falling apart.

Work over your three-value block-in, one region at a time: forehead, cheeks, nose, mouth area, neck. Each region keeps the value the block-in already established and only gains color and temperature.

Time: 2-4 hours, and this is the stage that most often runs across two sessions.

Mistake to avoid: mixing flesh tones one brushload at a time. Mix a generous pile of your base light and your base shadow before you start, and modify from those. Remixing from scratch halfway through guarantees the second cheek won't match the first.

Stage 5: Refine edges, then place the highlights

Likeness is decided in stage two; the sense that a painting is finished is decided here, and almost entirely by edges. Pick one focal point, which for a portrait is nearly always the eye closer to the viewer, and make the edges hard there: the upper lash line, the corner of the iris, the shadow under the top lid. Everything else softens as it moves away. The far edge of the cheek, the hairline against the background, the underside of the jaw: soften those with a clean dry brush until they lose their boundary. A head with hard edges everywhere looks cut out and pasted on; one with graded edges sits in air.

Highlights go last, and there are fewer than you want to paint. The wet catchlight in the eye, the tip of the nose, the top plane of the lower lip, sometimes the point of the chin. Place them thickly, with one loaded stroke, and leave them alone. Because they are the lightest and thickest paint on the canvas, they read as the surface closest to the viewer, which is exactly what you want at the front of a face.

Time: 2-3 hours. Materials: a soft blending brush kept clean and dry, a small filbert for highlights, and the discipline to stop.

Mistake to avoid: working a highlight back into the surrounding paint. Once it is stroked on, put the brush down.

Where the grid stops helping

The grid gets an accurate drawing onto the canvas and nothing more. It cannot tell you a warm shadow from a cool one, it will not choose an edge for you, and it has no opinion about which highlight to leave out. What it does is remove proportion from the list of things you are worrying about while you make those decisions, which is the entire reason it belongs in a painting workflow.

If you want the canvas gridded at true scale rather than measured out with a ruler, GridMyPic's Grid on Canvas mode takes your real canvas dimensions in centimeters, computes the cell size, and exports a PDF that prints at exactly that size. Measure one cell to confirm before you commit paint. For the drawing fundamentals underneath all of this, the complete grid drawing guide covers grid setup in depth.

Where to Go Next

The grid does one job extremely well: it puts things where they belong. It does not shade for you, it does not choose your light, and it does not decide which of your subject's asymmetries matter. What it buys you is the freedom to spend your attention on those questions instead of on whether the second eye is level with the first.

One next move: draw the same head at 8-10 divisions, repeatedly, until placement stops being the hard part. The proportional relationships gradually move from the paper into your eye, which is the point. Grid users end up better freehand draughtsmen, not worse ones.

Grid Method Portrait Drawing and Painting: Quick Answers

Aim for 8 to 10 divisions across the width of the head, measured at the eye line from cheekbone to cheekbone rather than across the hair. On a standard 8x10 inch sheet that is a 16x20 grid of half-inch cells, with a head roughly 4 to 5 inches wide. Once you can place every landmark without re-measuring, move up to 12 to 16 divisions across the head.
After all landmarks and basic shapes are plotted and your proportion checks pass, but before any real shading. Lift the lines with a kneaded eraser using gentle dabbing motions rather than rubbing. Shading over grid lines traps graphite in them permanently. A faint trace in the hair or background is fine as an anchor.
Four grades do the work: 2H for the grid and landmark plotting, HB for the first pass of structure and big shadow shapes, 2B for building form and softening transitions, and 4B to 6B for accents only: pupils, nostrils, the lip line, the deepest cast shadows. Pressing hard on a hard pencil produces shine, not darkness.
Likeness lives in millimetres, and usually in the relationships between features rather than the features themselves. Re-measure inner eye corner to nose wing, mouth corner to jaw angle, and brow to eye line on both reference and drawing. A landmark two millimetres out of place shifts the whole facial balance.
Glazes are transparent, so anything under them stays visible: a graphite grid will read straight through a glazed shadow. Either erase the lines before you paint, or block in opaquely first and glaze only over dried paint. Thinned burnt umber lines are the safe option here, since they sink into the layers above rather than sitting under them.
Acrylic is touch-dry in minutes, so the stages run back to back. Oil is slower: a lean, solvent-thinned block-in is usually workable the next day, while thicker flesh passages want two to three days before you glaze or add crisp highlights over them. Alkyd mediums shorten this considerably. Thin layers first, thick layers last.
Yes: identical counts are what makes the transfer work. An 8x10 grid on an 8x10 inch photo and an 8x10 grid on a 40x50 cm canvas means every cell maps one to one; only the cell size changes, from 1 inch to 5 cm. Different counts force you to do arithmetic on every single measurement.

Turn any portrait photo into a gridded reference

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For full-figure proportion work, see figure drawing with the grid method. If you want to carry these portrait landmarks into a softer medium, the grid method in watercolour and charcoal covers how the same measurements behave when the material stops being precise.

Sources

  1. Drawing the Head and Hands, Andrew Loomis, 1956, Internet Archive. The classical head proportions, the five-eye width and the vertical thirds
  2. How to Choose a Drawing Pencil, Blick Art Materials. The H to B grading scale and what the clay content does
  3. 300 Series Bristol, Strathmore Artist Papers. The vellum surface is the one the maker rates for graphite

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