well in case you guys wona know what im talking bout heres a link of a work i need help on
http://www.loadingcreations.gamehorizons.net/Loading%20Creations/Art/Fortune%20Teller.jpg
My friend told me that the lighting i did is a bit wrong on the pic because it looks that i did the detailfirst then after i finished i went back and added the light's. So i wona know how do you guys do this by makiing detail and keepoing lights at the same time when the bg is white?
Replies
To avoid this kind of issue you can try working more loosely. Since this image is more of an illustration you can approch it the 'painterly' way : just throw a few *very* loose lights first to get an idea of what you are doing, then work on light/shades to get the moon you want. Especially in your case since light has a huge impact on the scene you depict here.
At this stage you need to worry about lighting quality, and composition aswell - think 'fortune teller', 'dusty room', 'paranormal happenings', stuff like that.
Then you can work out the details where needed, aka where you want your viewer to be lead in the second place (since what will draw his attention at first is light composition)
If you are working the comic book way, you might use large amouts of black ink to separate light and shadows, and then add details where needed. If you leave the whole inking the 'plain' way (many details, no light info), chances are that the coloring won't be dramatic enough for what you need.
What I usually do is thinking in terms of passes :
1/ loose drawing pass (ghosty image)
2/ light setup information and composition (chunky masses depiction, level1)
2/ features modelling (level 2 detail)
3/ texture information (level 3 detail)
Feel free to correct me ppl, it's just one way to do it. Works for me so far
Hope this helps!
http://itchstudios.com/psg/art_tut.htm