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#light shades
xoxoadar4 · 10 months
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You don't even know my name, do ya? ౨ৎ
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reyminflow · 1 year
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Life drawing
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canisalbus · 15 days
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✦ Siesta ✦
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stardustmuseum · 7 months
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girls will be like “this shade of green 😍” about every shade of green they see, and they’re right
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frenchelshade · 3 months
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How To Incorporate A Lamp Shade To Improve Your Interiors
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Principles of harmony, proportion, size, space, color, and texture are fundamental to interior design. Even while you should be thinking about the overall design of the space in order to make it seem coherent, it is the little details that really make a difference.
Original Source, https://www.fenchelshades.com/blog/post/how-to-incorporate-a-lamp-shade-to-improve-your-interiors
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alienssstufff · 2 months
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Bdubs home-away-from-home 1pt persp
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Try my hand at colouring a build for once- I seldom do it both lineart and colours take too long . Experimentation on creating depth by shadow.
Other than the actual mc build itself, structure inspired by Adamo-Faiden architecture, particularly Bonpland 2169 andddd their collaboration with CHAMBER OHiggins 1625
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liteee · 26 days
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Inverted default outfit colors
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thepriceofsurvival · 15 days
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This is very unfinished but I needed everyone to see the vision I had
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saltcosmos · 6 months
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im just a big fan of silly, nonverbal, genderless, sometimes homicidal, feral little protagonists
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pachimation · 9 months
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lonely at the top
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hotdogmchiggin · 10 months
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I guess DARE wasn’t a thing in Goron City
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lotus-pear · 2 months
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old dazai lighting practice i found in my drafts that i have no intention of finishing so u guys can have it
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bixels · 3 months
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I think 90% of my gripes with how modern anime looks comes down to flat color design/palettes.
Non-cohesive, washed-out color palettes can destroy lineart quality. I see this all the time when comparing an anime's lineart/layout to its colored/post-processed final product and it's heartbreaking. Compare this pre-color vs. final frame from Dungeon Meshi's OP.
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So much sharpness and detail and weight gets washed out and flattened by 'meh' color design. I LOVE the flow and thickness and shadows in the fabrics on the left. The white against pastel really brings it out. Check out all the detail in their hair, the highlights in Rin's, the different hues to denote hair color, the blue tint in the clothes' shadows, and how all of that just gets... lost. It works, but it's not particularly good and does a disservice to the line-artist.
I'm using Dungeon Meshi as an example not because it's bad, I'm just especially disappointed because this is Studio Trigger we're talking about. The character animation is fantastic, but the color design is usually much more exciting. We're not seeing Trigger at their full potential, so I'm focusing on them.
Here's a very quick and messy color correct. Not meant to be taken seriously, just to provide comparison to see why colors can feel "washed out." Top is edit, bottom is original.
You can really see how desaturated and "white fluorescent lighting" the original color palettes are.
[Remember: the easiest way to make your colors more lively is to choose a warm or cool tint. From there, you can play around with bringing out complementary colors for a cohesive palette (I warmed Marcille's skintone and hair but made sure to bring out her deep blue clothes). Avoid using too many blend mode layers; hand-picking colors will really help you build your innate color sense and find a color style. Try using saturated colors in unexpected places! If you're coloring a night scene, try using deep blues or greens or magentas. You see these deep colors used all the time in older anime because they couldn't rely on a lightness scale to make colors darker, they had to use darker paints with specific hues. Don't overthink it, simpler is better!]
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spiderziege · 5 months
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BdoubleO’s crescent moon base? Or Pearl’s season 9 alien-scape?
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cant believe ive never drawn this one before
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rendevok · 10 months
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“Take my hand” pages 5-11
1 - day 2 - truth - 3
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obscure-entity · 7 months
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your shading is AMAZING specially when its conveying organic forms..... do you have any tips for people who dont know wrf going on (with shading)
ok so HI. hi. my old tutorial pisses me off so i will make a new one
i made a guy whose sole purpose is to be shaded so dont worry he likes it. and his name. his name will be mr. Boob. mr boob does not have to be blue
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theres probably way better explanations of how to do it but unfortunately trying to "emulate" shading does ask you to somewhat understand ur character in a 3d way. like what would the 2d shape be if you "sliced" it? mr boob is made of so many circles. his tail also does a kind of weird perspective foreshortening thing because its pointing at you. is this being conveyed
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you obviuously dont have to draw a horrendous grid on your characters skin to do this . BUT it helps you put down (or at least envision) the lines of the form shading :
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dont worry about cast shadows or the shading color because this is FORM SHADOW time only. think about what surfaces of the character are obviously facing away from the light source and put down the "separation line" of the shading based on that. thr most important thing is that youre trying to separate light from dark
im going to pick the first one for cast shadows bc it will be the most obvious to me
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ok so. his ears and snout are blocking other surfaces of his body from the light, which means a shadow is cast!!!! bam. i saw someone describe cast shadows as what the light's pov "can't see." his entire body is putting down a cast shadow on the ground too
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im impatient so i blended the form shadows now. its usually the easiest to just NOT blend cast shadows as a way of conveying that they are still cast shadows. but you can still blend them if you want to show "distance" between the obstruction and the surface its blocking. but its just a way of saying form and cast shadows should not be treated the same even if their softness coincides
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im going to lump reflection and ambient light together because theyre like. similar. reflections dont just happen in mirrors
since the sky is blue, making the ambient lighting, i tinged mr. boobs existing shadow to be a bit blue. (*this is kind of important because it can help you decide a shading color, which should USUALLY be based on the environment) (unless your character is just in the transparent void then it doesnt matter)
since the ground is pink, i made pink light bounce off of him. pointed and labelled. i dont rlly know how to go more in depth than that
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contact shadows are literally shadows formed from direct-touching contact. very little light can reach in there, even from how reflections disperse, which means youre free to use the darkest color available (black). in this case mr. boob is making contact with the floor. because he is sitting on the floor.
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i touched him up a bit and wow!!!!!!!!!! look at mr. boob!!! he is so beautifully sculpted.
and one more thing
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thats right. i made mr boob PINK. hes fucking ruined now. just kidding i would never say that to him
what im trying to convey here (its the easiest with really light colors) is a transitional color. this can also show subsurface scattering depending on how you use it which is fun to look at. the mistake i made on my last tutorial was "Just pick a warm saturated color!" which is really wrong in examples like Blue mr boob. because it would be weird to use a warm color to transition from blue to blue.
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if you have a character that isn't bright enough then obviously the shadows wont be as visible. its BEST to bring more attention to highlights and reflections to reveal the form a bit. they play the biggest role with darker colors
thats all i can think of. fun things to look up:
structuralization + contour lines + foreshortening etc. 3d lingo
form shadows
cast shadows
ambient light
contact shadows
subsurface scattering
im also just speaking out of my ass otherwise. i didnt look up any of these terms until the end now im inferring and hoping i got them right
and remember every time you shade mr boob will be rooting for you
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