Академический Документы
Профессиональный Документы
Культура Документы
oversimplified: light gets richer, warmer colors and detail, shadow gets duller,
cooler colors with barely any indication of detail. (is this the opposite of how
everyone else paints?)
make a palette with a) a base tone - b) a shadow tone - c) 1 or 2 highlights
block out the bigger shapes with 3 values
render with a tiny brush
when at a decent, cartoony level of finish, you can drop texture on top of it (soft
light layer mode) still only on light side (very few texture patches in select
places)
render more
find the split harmony: squint your eyes to the image and determine the dominant
color
look for the opposite of that color, and shift it to both sides of the wheel to
find the complimentaries split of the dominant color
don't use the complimentary, only the split
mix the colors with those 3 'primaries'
light color gets more of the color in the highlight and degrades as it moves
through the surface away from the light source (look into cornell box?)
color relativity is important: make a red redder by dropping a green next to it
sss: shadows are lighter and more saturated than in opaque objects
you need to choose whether to depict what's in shadows or in light. sacrifice one
in favor of the other (key up or down the value structure)
color easy mode = get value right, get temperature right, rest is ballpark
harmony = unity with variety - complimentary colors mixed? = desaturated
complimentary yet contrasting colors
fancy unity = mix a certain color in every color = unified bias
blues and oranges are a-okay
greens are unnatural and hard to handle: there's no natural green light on earth.
they're very relative
yellows can feel warm when saturated and sickly when desat
make grays interesting = flat gray + 2 complimentary same value colors
lightning is designed around contrast: where you want the eye to look
block in comp
add photo, desat it, clip it, lighten mode, curve it, mask it
paint in light with a masked lighter curve layer paying attention to lighting
conditions and edge control
paint opaquely as needed
smudge? how does it not lag? grab and shake like a maniac (40ish strength)
history brush?
dodge tool (20% ish - highlights)
techniques are too convoluted
sillhouetes thumbnails
iterate interior shapes: 2 values (25% + 75%), no opacity pressure (you can do this
step with line on a white sillhouete -> stroke fx)
back view iterations
color iterations
material iterations
choose, upscale and render
small brush + big shapes + scribbles = implies details (what speedpainting is based
on)
color variation!! = implies details
sculpt shapes with highlights and shadows
at a distance, there's (almost) no value change, just a hue slide.
block in a silhouette and explore designs - a good read with 100% opaque black will
make things much easier down the line (10 min)
lock transparency and start blocking values in - think graphically DO NOT RENDER.
(10 min)
color selection + color layer to block in colors + color balance + overlay layer
for more colors
multiply layer and black for shadows
detail
detail
detail
+ linear dodge layer? for backlight