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/ic/ - Artwork/Critique


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File: 57 KB, 960x477, 61477816_1098973020302632_482750780722380800_n.jpg [View same] [iqdb] [saucenao] [google]
3974978 No.3974978 [Reply] [Original]

can somebody explain what in step 4-5 happens?

>> No.3974980

>>3974978
secrets

>> No.3974986

>>3974978
4: drawing ambient occlusion

5: combining it with the rest

>> No.3974987

>>3974978
4 is painted with ambient occlusion
5 is cast shadows etc

>> No.3974991

>>3974986
Based hivemind anon

>> No.3974992

>>3974978
I'd like to be able to do step 1 please

>> No.3974996

>>3974978
>>3974992

These aren't even sequential steps.

> 1 Sketch
> 2 Base color
> 3 Cast shadow only
> 4 Ambient occlusion only
> 5 All combined
> 6 In invironment

>> No.3975089
File: 135 KB, 1361x915, nurzhan-bekkaliyev-a-bw17-8q.jpg [View same] [iqdb] [saucenao] [google]
3975089

>>3974978

Sure. In fact, I'll explain the whole thing, since I've watched his process videos. They're pretty methodical and interesting.

>Panel 1: Your basic sketch. Not much else here.
>Panel 2: Mask character, and fill character in with a middle grey.
>Panel 3: Add light source, with edge softness dependent on how quickly the form changes planes and how close the light source is.
>Panel 4: New layer with a middle grey fill that is the same grey as your light source (this is important. It has to be the same value.). Add ambient occlusion on this layer, and this is any crack or small space that will be darker because it is much more difficult for light to get into those areas.
>Panel 5: Nothing fancy. It's just a composite of panel 3 and panel 4.
>Panel 6: Final step. To bring out the subtle forms and greys in the darker areas of the character, such as her torso, he amps up the contrast with the light and adds a near black background. This separates her from the background and forms a silhouette of the character, regardless of how bright or grey she is in certain areas. Notice that the greys in panel 5 and 6 are mostly unchanged; he used only a higher intensity light to bring out the subtly that was already there.

>> No.3975142

>>3974978
kek those hips

>> No.3975170

>>3974978
>4 ambient occlusion
> 3 cast shadow
>5 overlay one on top of the other

>> No.3975231

DRAW THE REST OF THE FUCKING OWL

>> No.3975245

>>3975231

Coping methods.

>> No.3975267

>>3974978
>1 line drawing
>2 base value fill
>3 two value layer (light and shadow)
>4 ambient occlusion layer only
>5 combine 3 and 4
>6 increase contrast, blend and add middle values, add background

>> No.3975308

>>3975142
NGMI

>> No.3975340

>>3974978
I'm just confused why they bother separating the shading into two separate phases like that. Must be an insect-people thing, I guess they have trouble with abstract concepts.

>> No.3975387

>>3974986
nice

>> No.3975408

>>3975340
Probably because they're using a mask to draw the shadows more easily.

>> No.3975627

>>3974978
This is pretty sick btw, you immediately get the edges right without looking constantly.

>> No.3975629

>>3975340
>mask to draw the shadows more e
So you get soft and hard edges.

>> No.3975634

>>3974978
that is some messed up hip anatomy
it looks like someone threaded her legs through her leotard.

l

>> No.3975639

>>3975340
It's much easier to do that way, retard.

>> No.3975653

>>3974978
As previously by anons stated 4 is ambient occlusion and due to low resolution of the image it's hard to see that it's not only combination of 3 and 4 but also refining of a linework.

>> No.3975915

>>3975089
can you post a screencap of the vid, just interested if it's the same one

>> No.3976785

Her hips look like tumors

>> No.3977407

>>3974978
most likely AO layer was mixed in on top by setting it to darken or multiply(i'd use multiply) on top shadow layer (also multiply) which contrast was raised on top of base value layer(set lighter then in step 3-5) on top of backgorund layer

just keep in mind that specular reflections shouldn't be darkened by AO, and ambient lighting should be tinted if lighting is colored too (color of the emitting/reflecting environment, for example color of the sky)

AO / shadow layer is in fact an inversion of what is happening, you could as well use direct light / ambient light layers and mix them using add mixing

>> No.3979373
File: 157 KB, 654x477, blending-analysis.png [View same] [iqdb] [saucenao] [google]
3979373

>>3977407
samefag here
Turns out the second method was most likely used.

I've extracted as proof of concept both indirect and direct lighting layer approximations and combined them. Looks close enough.
Layers are blended the following way (from top to bottom):

>1. direct light, blending mode: Linear Light
>2. ambient lighting, blending mode: Hard Light
>3. base values, blending mode: Default

The trick is that "Hard Light" and "Linear Light" take into account value of the pixel from the top layer.
If value is lighter then 0.5 gray then pixel is used to lighten and if it's darker then it's used to darken.
If value is spot on 0.5 gray nothing happens.
Difference between Hard and Linear is based on blend modes used for lighting and darkening.
It's Screen/Multiply and Linear Dodge/Linear Burn respectively
(My choice of Hard vs Linear Lighting was arbitrary).

Overlay is similar to Hard Light but it checks lightness of bottom layer instead, go figure.

>> No.3979380

>>3979373
fuck, i mixed up the numbers
the order should be (from top to bottom)
>3, 2, 1
not 1, 2, 3
also graininess of final picture comes from jpg compression

>> No.3979389

>>3975639
Is it? In nature all concepts are merged into one, you can't really break everything down to its core elements, drawing things all in one is the best way to get a natural looking aesthetic

>> No.3979410
File: 528 KB, 1951x1372, fdgdfgdfgdfxcvxcvcxv.png [View same] [iqdb] [saucenao] [google]
3979410

>>3979373
>>3977407

The methods such as Darken/multiply/burn or oly go one way.
>Anything brighter than pure white darkens
>When it's dodge anything brighter than black lightens

Instead you can use Overlay/soft/hard light and the likes of them
They have a more interesting math going on
>anything brighter than 50% gray lightens, anything darker darkens and anything saturated colorizes
So the neutral gray doesn't do anything at all.

So you can, for eaxmple
>get a base tone layer
>overlay a neutral gray layer on top of it (neutral itself does nothing) and paunt occulusion on it
>get another one and paint shadows and highlights on it
>boom done.

>> No.3979411

>>3979389
>You can't really break everything down to its core elements
Of course you can, are you stupid or just too lazy to learn how everything fits together?

>> No.3979423

>>3974986
>>3974987
Lmao thread should have just ended here

>> No.3979484

>>3979410
>overlay a neutral gray layer on top of it (neutral itself does nothing) and paunt occulusion on it
Occlusion is always darker, why do this when you can just do a multiply layer?
>get another one and paint shadows and highlights on it
you could also split this as well into a layer that lightens (such as screen mode), and another multiply layer for shadows.

>> No.3980926
File: 59 KB, 746x1298, omphale_.jpg [View same] [iqdb] [saucenao] [google]
3980926

Tried this. Though I don't quite understand how he combines ambient occlusion with form shadows if he draws light on dark base instead of shadows on light base.

>> No.3981383

what the fuck "oclusion" means?

>> No.3981443

>>3981383
block. ambient occlusion = areas that even ambient lighting cannot reach. in this context ambient light is kind of the light that is hitting an object at all angles. this happens in nature as light is constantly being reflected from surface to surface, but grows "weaker" with each reflection, so the areas where light would be weakest are the occluded areas.

>> No.3981643

Source please?

>> No.3981667

>>3980926
well for one his lines aren't extra thick / messy, they're barely a part of the image. your lines take a lot away from the effect and flatten your image to shit, there's no consideration of lighting in the lines

>> No.3981751
File: 363 KB, 1920x1080, lobby01_ambient_occlusion_edges.jpg [View same] [iqdb] [saucenao] [google]
3981751

>>3981383
Shadows from bounced lights.

any scene is filled with the light bouncing off the floor, walls, other objects etc, so there's a weak but significant light hitting every single object from all directions so when the objects are close together they block this omnidirectional light occluding each other.

TLDR for brainlets it get's darker in every single gap between the objects, in every crease and every gap.

>> No.3981754

>>3981383
https://www.youtube.com/watch?v=7fLV5ezO64w
Great video about it
>>3981643
pic search? No? Nurzan Bekkaliev

>> No.3983804

>>3975231
It's not an explanation on understanding the forms retard.

>> No.3983902

>>3983804
No shit, sherlock.

>> No.3984869

>>3979389
yes, you're absolutely correct. that's why in 3d rendering every single thing is done in one pass and not multiple passes to be composited later

>> No.3985865

>>3975089
>>3979373
Ive seen his videos, but I get stuck when he fills in the main shadows with hard round brush and starts to soften them.
How does he do that? I saw he used mixer brush tool instead of classic brush tool but what brush did he use? The brush in my photoshop doesn't look remotely the same

>> No.3985992

>>3980926
I liked that you tired while everyone else is just speculating.

>> No.3986727

>>3985992
I like how you implied no one else did anything like >>3979373 or >>3979410
go follow your own criticism and pyw while you're at it

>> No.3986745
File: 33 KB, 310x310, 1526741902210.jpg [View same] [iqdb] [saucenao] [google]
3986745

>>3974978
he is putting the AO layer(step4) on multiply above the key light layer(step 3) and the result is step 5
And in number 6 is just some levels to blow up the key light

>> No.3989097
File: 3.63 MB, 1147x670, process steps gif.gif [View same] [iqdb] [saucenao] [google]
3989097

a gif from his patreon on his process in case anyone wanted to see

>> No.3989133

>>3974992
dude it's just shapes lmao

>> No.3989140

>>3974978
sure, you fucking brainlet.
1. draw
2. add midtone
3. add highlights
4. add ambient occlusion
5. add shadows

>> No.3989152

>>3989140
Let’s see you do it

>> No.3989329

>>3989097
Very interesting. Thanks, anon.

>> No.3989342

loomis dark magic

>> No.3989349

>>3989152
if you give me some lineart

>> No.3989350

>>3989349
take the op you dumb dumb

>> No.3989352
File: 256 KB, 831x863, 18-12-2018_17-33-50.jpg [View same] [iqdb] [saucenao] [google]
3989352

>>3989350
what's the point if it's already done? what don't you understand¿

>> No.3989357
File: 130 KB, 3000x3000, I challenge you.png [View same] [iqdb] [saucenao] [google]
3989357

>>3989352
change the light direction. Or do you want me to do give you my own line art you cunt? here, you have an hour

>> No.3989360

>>3989357
>>3989352
also, I'll try too

>> No.3989363

>>3985865

I have seen his gumroad video, I can't tell you about the settings of his brush but he's basically just smudging the edges to soften them. I understand wanting to copy his methods exactly but you could achieve the same thing in a number of ways, you could paint over with a soft round brush or you could use a regular smudge brush for instance.

>> No.3989373

>>3985865
he just uses an eraser in his newer vid

>> No.3989539
File: 235 KB, 926x810, disapointat.png [View same] [iqdb] [saucenao] [google]
3989539

>> No.3989556

>>3989357
gsus christ what am i supposed to do with those shitty lines?

>> No.3989579

>>3989556
Don't dissapoint me
https://sta.sh/01bwdiypb4aw

>> No.3989627

>>3989556
Is not about the lines, it's about the form! You have to feel it

>> No.3989650

How the fuck do hard and soft edges work? I'm a brainlet and watched https://www.ctrlpaint.com/videos/hard-and-soft-shadow-edges yet I still don't get it.

>> No.3989670

>>3989650
ngmi

>> No.3989671

>>3989650
A hard shadow edge show an abrupt change of plane, think of a cube. A soft edge shows a gradation of lighter to darker, the turning of a form's surface, like a sphere.

>> No.3989713

>>3989539
Is the light source right next to her temple?

>> No.3989751
File: 216 KB, 720x1480, Screenshot_20190627-142255_Remote Desktop.jpg [View same] [iqdb] [saucenao] [google]
3989751

>>3989713
From over the head, and there's some ambient and fill light