Spent some time getting the shading to work well. Practiced on some shapes that represent some of the various surfaces within our environment. I noted the way in which lighting hit each object and cast a different shape depending on the surface, flat or curved.The positioning of the lighting played a major part in creating the correct tonal shading to complement the surface.The cone represented a surface such as a roof that would point downward. As the light hit the cone it cast three tones that really helped create a feeling of depth. This is exactly the kind of tonal range we are look for. The square, being the most flat, only cast single tones on each of it's faces and needs more detail to look interesting. The sphere worked well, being curved it managed to highlight all three tones, avoiding it from looking too flat.
The colour pass at the top (1 and 2) used three tones of red, the bottom two (3 and 4) used a tone of black to represent the darkest part of the shape and two tones of red. I found after applying an outline to each of them, the three tone pass showed the outlines up the best and was complemented against the colour tones. This is the method i think we should use when colour shading the buildings and other objects.
The outline width used was 2.0, this will need to be adjusted depending on the object being shaded. For example the mountains in the background will use a slightly larger outlines because they are such large scale.
1 comment:
Yeah I definitely see what you mean when you add the outline to the shapes. The shapes come out very strong and compliments the colours well. Nice work!
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