/h/art
FeynmanDidNothingWrong
xd/squee
Whereof one cannot speak thereof one must shitpost
5d ago
(image post)
79 thread views
#308163
More values and some form stuff, etc
- 6
- 11
Top Poster of the Day:
FourthCarvedPumpkin
Current Registered Users: 28,010
38% Vaxxed
45% Infected
This hole is only intended for posts about original content.
Pure AI content does not belong here, you can use AI as part of your process tough (the background for example).
Edits, music, 3D modeling, drawings, film, animation even games and so on are welcome here (so long as you made them yourself).
Join !art for pings to the weekly art prompt thread, or for news about the hole (rule changes etc)
/h/art SETTINGS /h/art LOG /h/art MODS /h/art EXILEES /h/art FOLLOWERS /h/art BLOCKERS
Current software version: 20c09a3
Jump in the discussion.
No email address required.
Your values are off. Your darks aren't dark enough and your lights aren't light enough. Makes it look muddy.
Jump in the discussion.
No email address required.
Thanks for the feedback, a quick bump with the contrast and it actually looks like something. Thanks!
Jump in the discussion.
No email address required.
To expand a bit on this.
When drawing, especially when drawing a cast like this you need to realize that the range of value with which you can play around is much smaller than that of which you are trying to depict.
A bright bright in nature is going to be sharply reflected light, a dark dark is going to be a complete absence of light.
This means we need to cheat, we need to trick the human eye with an illusion, and the way we do this is by compressing the values. This way we can strive to at least retain the comparative relationship between areas of light and shadow
Specifically we need to compress primarily the darks.
Since the whole deal with seeing in the first place has to do with reflected light it makes sense that we would want that maximum amount of cowtools to express areas of light.
This is a good example of what I am talking about.
Notice how the shadows are a very limited range of values.
This cast is being much more sharply lit, but the point remains.
And your bright bright s still aren't bright enough.
Jump in the discussion.
No email address required.
Wow, thanks for all info! Do you know any good resources to study this? I've got Gurney's light and color but ive havent looked at it thoroughly cause i wanted to get values down before moving onto colors
Jump in the discussion.
No email address required.
More options
Context
More options
Context
More options
Context
More options
Context