AuthorTopic: Non-pillowing Practice  (Read 9551 times)

Offline official-neosoft

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Re: Non-pillowing Practice

Reply #10 on: November 03, 2008, 06:34:00 pm
but why this edit isn't pillowed? The only difference I see is less shading colors and no outlines  ??? Yes and other texture but..?

Offline huZba

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Re: Non-pillowing Practice

Reply #11 on: November 03, 2008, 07:07:46 pm
The edit looks pillowshaded to me too.

Shading is really really hard unless you have some sort of construction going on, so i did you a picture with construction using the simplest thing there is. A sphere  :)


Here i pretty much shaded a sphere over and over again around the alien. I got lazy and didn't finish the body, but you get the idea.
There's a warm direct light coming from where the alien is looking and there's blue ambient light.


Try it out by drawing a few spheres and cubes. Once you get those down, start making cubes with smooth corners, eggs instead of spheres, cube half blended into a sphere and so forth. When you can do that with confidence, you can start combining them into pretty much anything!

Offline official-neosoft

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Re: Non-pillowing Practice

Reply #12 on: November 03, 2008, 07:32:10 pm
I tried a sphere with 2 light sources, am I heading the right direction?

Offline Bag Man

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Re: Non-pillowing Practice

Reply #13 on: November 03, 2008, 07:54:02 pm
More or less, try to not use much dithering, instead it's more difficult to shade using it.

Look at the edit of huZba, it's really cool, use dithering when you have only 2 bits or a little more, for the sphere, instead of using dithering you should try to get a color between the joint of the lighter color.

Greetings! lol

Offline official-neosoft

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Re: Non-pillowing Practice

Reply #14 on: November 03, 2008, 08:11:06 pm
Removed the dithering, better?

Offline Kazuya Mochu

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Re: Non-pillowing Practice

Reply #15 on: November 03, 2008, 08:57:56 pm
the problem I can spot there with the sphere is that you are pushing the highlight on the blueside too much to the middle. and thats one of the things of pillow shading. putting the brighter shade in the midle.

the highlight is where light reflects of the surface into the viewer's eyes the most. is not necessarily in the center of the object. it dependes on the position of the light and angle of the surface.

right now what you've got is a sort of need to put in all the shades before you get to the brighter one.

I did these long ago. not so say I know who to do it, but more of "it can work other ways too"

Image size doesn't matter! It's what you do with your pixels that counts!

Offline TrevoriuS

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Re: Non-pillowing Practice

Reply #16 on: November 03, 2008, 10:43:57 pm
The edit looks pillowshaded to me too.
True, but less. Try yours with lighting coming from the direct side. I'm curious on differencies on the way to take on the shading.

Offline official-neosoft

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Re: Non-pillowing Practice

Reply #17 on: November 04, 2008, 06:59:13 am
My sphere, I ment to have the yellow light a little closer to us, so the light shines not at the edge of the sphere. And the red light farther away from us, if anybody knows what I mean? :y:

Offline tocky

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Re: Non-pillowing Practice

Reply #18 on: November 04, 2008, 07:30:27 am


Consider:
-where the light sources are.
-the angle at which the light hits each part of the object.

The white light hits your sphere as if it were a spotlight on a flat surface. It needs to hit it like a sphere.
« Last Edit: November 04, 2008, 07:36:59 am by tocky »

Offline official-neosoft

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Re: Non-pillowing Practice

Reply #19 on: November 04, 2008, 01:09:45 pm
Hmmm... but if I look at those 2 I still like the top one better..  :-\