Speed paint someone commission of Ocelot.Which reminds me I haven't even finished MGS3 yet :c
Speed paint someone commission of Ocelot.Which reminds me I haven't even finished MGS3 yet :c
Speed paint someone commission of Ocelot.Which reminds me I haven't even finished MGS3 yet :c
So... I need a little lighting help. I'm trying to do a value rough and it doesn't doesn't feel right, but I need some opinion.
Any thoughts on how to make the values better?
Always remember that light bounces off at right angles, and I think you could do with another (more subtle) light source. Something that seems like a more atmospheric glow, rather than a direct source like the flame off to the left side (perhaps coming out of the door to the right?); that would be out of personal taste for me though.
I was actually talking about values the other day and the whole high key and low key stuff and this was something that had a nice little run down regarding it. It can be a bit hard find the right amount of contrast in any picture, especially when you have very specific types of light sources.
Finished this a few days ago.
Which was a commission for a fellow gaffer actually. I just hope people never stop paying me to paint nearly naked dudes.
Cross post:
Post more damnit.
Finished this the other day:
thinking I might actually redo this traditionally when I've got my set up ready.
So... I need a little lighting help. I'm trying to do a value rough and it doesn't doesn't feel right, but I need some opinion.
Any thoughts on how to make the values better?
Space Ghost 48th Anniversary Spectacular
When I'm doing environments with strong distinct light sources in the dark, the main things i consider are is the face in the light, and how far is it from the source. Any face of objects that are in 'view' of the light source get lit, and then the intensity of the light on the surface is just how far away it is from the source.
Heres a 30 second rough Probably makes more sense;
Here's some recent paintings, I haven't posted enough here
When I'm doing environments with strong distinct light sources in the dark, the main things i consider are is the face in the light, and how far is it from the source. Any face of objects that are in 'view' of the light source get lit, and then the intensity of the light on the surface is just how far away it is from the source.
Heres a 30 second rough Probably makes more sense;
Here's some recent paintings, I haven't posted enough here
Phandy I know the brushes dont make the artist but man I want your brushes.
Anyway I did this:
When I'm doing environments with strong distinct light sources in the dark, the main things i consider are is the face in the light, and how far is it from the source. Any face of objects that are in 'view' of the light source get lit, and then the intensity of the light on the surface is just how far away it is from the source.
Heres a 30 second rough Probably makes more sense;
Here's some recent paintings, I haven't posted enough here