gonna be real with you this looks absolutely horrid and needs a lot of improvement
since the light source is the sun on the back (im assuming), you should’ve done rim lighting towards the direction of the sun on your characters (if you dont know what rim lighting is, look it up)
or just get rid of the sun in the back to make the light source ambiguous (lol)
shadows are all over the place and make no sense at all, as shadows should be behind the actual object, not in front (unless you’re doing rim lighting)
the transparency overlap on the gun and stickfigure makes this look like a rookie’s work, turn that into a movieclip and transparency + tint it to make it look like an actual solid shadow
don’t even get me started on the left side which i don’t even understand enough to make a proper critique of, don’t try doing that ever again until you finally grasp the basics
look up references when it comes to lighting and shading, or study how light just reflects on objects near you
references and studying how other people do lighting genuinely do help, and i’ve been studying it on my own for a while now
while i do understand you want to ask for help here, everyone just seems to ignore your posts (lol)
so congrats to you for getting me to be harsh as hell and going out, but that’s just how it can be sometimes especially outside the website, you gotta get used to it
have fun with what ur doing
great job on the “attempt” at lighting
not so much on the actual lighting though
Replying to:SquiSNgonna be real with you this looks absolutely horrid and need
Like Squi has stated, the lighting is actually really really really really funky.
It makes no logical sense.
Some critiques for the left side if that you have the red stick’s shadow directly going behind him, even though the sun would be projecting light diagonally right from him, causing the shadow to go into a slight tilt towards the left.
Another critique is stop adding random sections of darker shadow, it makes no sense due to the fact there is no such thing to provide a shadow in such a large location.
Another, as Squi has said, is that the Glock shadow overlaps the arm a bit as well.
The Green stick would realistically be totally darker/shadowed due to the building producing a shadow at a slight tilt to the right due to sun position.
Replying to:SquiSNgonna be real with you this looks absolutely horrid and need
p.s. if you’re updating this with my “advice” don’t @ me
good luck with whatever you’re doing but dont drag me along with that im not really interested
You aren’t wrong that you need help with shading for sure. I would start off by recommending that you don’t do too much for shading cause manually animating shading is pure hell. Even on the lighter stuff. But it ultimately is up to you if you want to push yourself. But you need to look at your environment and know what goes where in each different shot. The brightest light source should be what you decide to cast shadows off of for reference. Look at your environment at a 3 dimensional mindset and imagine the light and how it goes through the environment. Don’t just toss shadows down for added detail. Blur the shadows to create the cascade they create on their edges in real life.
gonna be real with you this looks absolutely horrid and needs a lot of improvement
since the light source is the sun on the back (im assuming), you should’ve done rim lighting towards the direction of the sun on your characters (if you dont know what rim lighting is, look it up)
or just get rid of the sun in the back to make the light source ambiguous (lol)
shadows are all over the place and make no sense at all, as shadows should be behind the actual object, not in front (unless you’re doing rim lighting)
the transparency overlap on the gun and stickfigure makes this look like a rookie’s work, turn that into a movieclip and transparency + tint it to make it look like an actual solid shadow
don’t even get me started on the left side which i don’t even understand enough to make a proper critique of, don’t try doing that ever again until you finally grasp the basics
look up references when it comes to lighting and shading, or study how light just reflects on objects near you
references and studying how other people do lighting genuinely do help, and i’ve been studying it on my own for a while now
while i do understand you want to ask for help here, everyone just seems to ignore your posts (lol)
so congrats to you for getting me to be harsh as hell and going out, but that’s just how it can be sometimes especially outside the website, you gotta get used to it
have fun with what ur doing
great job on the “attempt” at lighting
not so much on the actual lighting though
Like Squi has stated, the lighting is actually really really really really funky.
It makes no logical sense.
Some critiques for the left side if that you have the red stick’s shadow directly going behind him, even though the sun would be projecting light diagonally right from him, causing the shadow to go into a slight tilt towards the left.
Another critique is stop adding random sections of darker shadow, it makes no sense due to the fact there is no such thing to provide a shadow in such a large location.
Another, as Squi has said, is that the Glock shadow overlaps the arm a bit as well.
The Green stick would realistically be totally darker/shadowed due to the building producing a shadow at a slight tilt to the right due to sun position.
what squid games said, but more nice and less based
p.s. if you’re updating this with my “advice” don’t @ me
good luck with whatever you’re doing but dont drag me along with that im not really interested
Damn
Well said
You aren’t wrong that you need help with shading for sure. I would start off by recommending that you don’t do too much for shading cause manually animating shading is pure hell. Even on the lighter stuff. But it ultimately is up to you if you want to push yourself. But you need to look at your environment and know what goes where in each different shot. The brightest light source should be what you decide to cast shadows off of for reference. Look at your environment at a 3 dimensional mindset and imagine the light and how it goes through the environment. Don’t just toss shadows down for added detail. Blur the shadows to create the cascade they create on their edges in real life.
Woah. A big advice like @squidoanimations
Thx man
Yeah, he certainly goes into detail. But he did also say don’t mention him.
Oof