hey
Well I done another edit, this time with some light coming from the light thingy. I also done some other little things here and there. Anyhows the primary light source is still from above coming down to the right.
What I done was added some more purple shades to the palette, and made some of the shadows around the light thingy purple, and added some lighter purple highlights also.
Anyhows that's it.
editI just wanted to mention something when refering to 3d models for lighting. That is to be very careful, as you should only refer to the models that have been rendered properly with shadowing, and not just refer to things strait from the viewport. As in the viewport it's likely that each polygon is rendered independently without knowledge of it's surroundings, and thus you end up with a poor representation of light, without proper shadowing and such. I hope this makes sense, well compare something from the viewport to something that's been rendered properly and you will see.
But yea, the way realtime 3d graphics are usually rendered in games and such today is where by each polygon is rasterized (turned into pixels) independently, so the polygon currently being rendered has no idea about any other polygons that may surround it. Hmm, in a way you could say that the shadows, reflections, and refraction (the way light travels through objects) in games and such are all done by trickery
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Although there are other methods for rendering 3d graphics that more accurately represent light, but these are not well suited for realtime applications :\. You may have heard of some of these through the likes of buzz words such as raytracing, and radiosity.
cyas