Hey guys and gals!
Lurker finally posting in hopes of getting constructive crit and improve
These are combined value studies and rendering practice since I'm new to Photoshop. Any suggestions will be greatly appreciated!
I found a black and white photo of an elderly lady sitting by a window and did a closeup study of her hands:
And an attempt to do a still life:
Anatomy practice:
Replies
@Teuta: tack sötis! Börjar se vettigt ut nu iaf
Good old pencil and paper studies
Fortsatt trevlig sommar, och tack för senast! Vi ses snart!
Doit!
Been doing a colour study of faces. Argh. Hard! If there are any colour masters out there, please don't hesitate to steer me onto the True Path Feedback would be greatly appreciated!
One of the main issues you have with color is that you seem to simply be adding white to the light, and black to the shadow. This might be physically accurate, in some instances, but it looks boring. You have to consider the ambient color of the scene in which your object exists, and how that influences the color of your shadows. For example, in space, there is no ambient color, there is no light to fill the shadow areas, therefore they become black. On earth however, we are surrounded by a big blue dome, unless it's cloudy and grey, or nighttime, and this blue ambient light fills the shadows! In essence, as a general rule you want to pull the shadows towards blue. In contrast to this, the light from the sun, which is in fact white, will seem warmer, more yellowish. In my opinion, it's beneficial to emphasize this.
Check out the eminent tutorial at this page, and browse to tutorials> http://www.itchy-animation.co.uk/
The eyeballs are too white.
The "terminator" is the "line" where light moves into shadow. It's kinda similar to the "core" of a shadow. I find it's nice to make this line, on human skin in strong light, more reddish. This happens because light passes through the skin, and bounces out, and because of the blood under the skin, creates a Sub Surface Scattering (SSS) effect.
Example of SSS>
A very, very, very important aspect of color is reflected light. You're hardly using that at all. in essence, light and colors bounce around, changes hues and values. You have to start thinking about planes and which light is reaching them. The bounced light from the upper lip reaching the lower plane of the nose will make its hue warmer for example. This happens under the chin, and the downward-reaching planes around the eye etc. Upward-facing planes in shadow will again pull towards the ambient color of the scene.
You're being too contrasty sometimes. Use less harsh value transitions. Are you familiar with how Scott Robertson uses numbers to assign his values? Halfway to black? Check out his DVD's otherwise.
Local temperatures. You're being too monchromatic, consider amping up the different color zones of the face. Noses, ears and cheeks can usually be pulled towards red, forehead towards yellow, and the chin area towards blue/green. Just a general simplification.
As always, I have been wrong many times in the past, and I consider myself mediocre at best. I may very well be wrong in one ore several of these instances, and I implore you to toss aside any stupidity or misinformation on my part. Cheers!
If you're looking for the true path, check out> http://www.huevaluechroma.com/index.php
It's complex, and took me several weeks to work out the first time around. I still haven't comprehended more than a third or some such amount
I've finally had time to sit down and try to rectify the mistakes I made in the last portraits. The ref I used was also indoor so I pretended I actually knew what I was doing and tried to get an outdoor-and-sunny-day-look. This time around I also tried to exaggerate the colour zones of the face as well, although it seems I lost it somewhere along the way
I did two quick rendering exercises, one with direct light and one with ambient light:
Having done this, I experienced that awkward moment when you realize that you really should have done stuff like this from the very beginning... Gah! Oh well. Better late than never.
Some quick cyberpunk-ish doodles to round off: