• Replying to comment by: IWATCHTELEVISION
    56942_0-66623000-1633918965_screenshot_202110

    the new ratatoullie teaser lookin kind of good

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  • Replying to comment by: DeloCool!

    Okay in all honesty this shit has to stop. I cannot stand these grudges that still stand on this website.

    Quit being a defect embodiment of your own species and be mature for once in a while instead of arguing against each other.
    No offense.

    Please just make a truce with each other or leave each other alone.
    If they don’t like you, they don’t like you. Stop bothering them, stop trying to become friends with them.

    Quit fucking around or they’re never gonna care about a word you say.
    You’re making this worse, i’m not taking sides but one person on the side of this has to stop.

    The egotistical capacity of this lowers my expectations for humanity.
    Ignore each other and stop talking about each other for all i care.

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  • Replying to comment by: Colloadvanced shadows. (Hand-made shadows & going beyond the

    Note: Hand-made shadows are a method i actually don’t use. But i’m just acknowledging it’s existence.

    Possible questions to answer: How does this apply to all figures?

    all of shading i’ve said so far can really apply to anything. Its just that it would be more like copying & pasting the figure then turning it into a shadow to put behind the figure. But this works better applied to specifically shapes like planets.

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  • advanced shadows. (Hand-made shadows & going beyond the limits)
    Since we’ve covered the structure of the shadows, its time to make it look good. I don’t suggest the smaller-circle idea so it’s not going to be done at the moment.
    1. Now for this, i’m allowing blur to extend up to 1.00 since it looks good using the half arc method. (In some cases)
    You don’t have to really care about background shadows, in most cases its not to be noticed. This pretty much makes it looks twice as better but if you want to add a decent effect, you can add multiple shadows. Duplicate it and put it behind the original shadow. Blur until it blends in with the first shadow. Imo this looks pretty nice.

    2. Now the problem with the line-method shadow is that it requires a black background to work. So, lets talk about hand-made shadows.
    Create a circular shadow. Work off a circle to keep in shape but delete it once you’re done with the shadow. Once you’re finished with it just apply the same properties and you’ll be good.
    (note: mine’s isn’t the best, this is mainly just an example of what you can do.)
    Results:

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    • Note: Hand-made shadows are a method i actually don’t use. But i’m just acknowledging it’s existence.

      Possible questions to answer: How does this apply to all figures?

      all of shading i’ve said so far can really apply to anything. Its just that it would be more like copying & pasting the figure then turning it into a shadow to put behind the figure. But this works better applied to specifically shapes like planets.

      2021-10-11 00:56:05 UTC 2
  • Replying to comment by: NubsI tried it, how does it look? @beginninganimator [bpfb_imag

    Yes, you did pretty good. The two that aren\’t the bottom could use a bit more blur tho. Also slightly darker.

    You are now level 1.

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  • Replying to comment by: billbo: the sequelBet in the future there is sticknodes multiplayer

    I doubt it.

    Unless if you don\’t have cooperative friends, the likelihood is:

    Trolls who ruin the entire figure.

    Bad fig makers who destruct the figure altogether.

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  • Replying to comment by: KranosChristmas is better than Halloween. Halloween gay Christmas

    I agree

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  • Replying to comment by: Collo(Shorter post.) (Go to the one below if you want a more in d

    Things to note that i couldn\’t get into the post:

    (Shading an object, not casting shadows. I don’t really like to talk about this one since it’s complicated and heavily limited.)

    This is for 1. :

    (However, blurring this arc could cause errors. Be aware that your arc might also have to account for a little bit of background shadow, that is if you don’t mind the small amount of light sticking out at the end of the ball. Not necessarily the topic for today, but just a warning.)

    This is for 2. :

    (Once again, might account for background shadow. This one is also heavily limited to a few variations of appearances, so i don’t recommend this in all honesty.)

    There are solutions such as creating figures designed for specific types of shadows (Which i’m going to get into later), but this seems to be as far as it goes without that idea.

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  • (Shorter post.) (Go to the one below if you want a more in detail analysis.)
    1. use an arc and put it on the side opposite to your light source. Blur it to an extent that doesn’t make it too pixely.
    Depending on how dark of the surroundings you’re going for will determine the opacity. The lighter the background the lighter the shade. The darker the background the darker the shade. But under some circumstances you might want to have it oppose the shade of the background.

    2. Another method is to add a smaller ball on once again the side opposite of the light source. The same methods of filter properties apply.

    3. What you have to do is get a line, size it up to a scale that can cover most of the ball. Stretch it across the side opposite to the light source.
    The same properties for filters could apply.
    This method could open more dynamic possibilities when it comes to shading a shadow, but its limited to only black/dark backgrounds.

    Results:

    7
    • thank you collision

      very cool

      2021-10-10 22:01:03 UTC 3
    • Things to note that i couldn’t get into the post:

      (Shading an object, not casting shadows. I don’t really like to talk about this one since it’s complicated and heavily limited.)

      This is for 1. :

      (However, blurring this arc could cause errors. Be aware that your arc might also have to account for a little bit of background shadow, that is if you don’t mind the small amount of light sticking out at the end of the ball. Not necessarily the topic for today, but just a warning.)

      This is for 2. :

      (Once again, might account for background shadow. This one is also heavily limited to a few variations of appearances, so i don’t recommend this in all honesty.)

      There are solutions such as creating figures designed for specific types of shadows (Which i’m going to get into later), but this seems to be as far as it goes without that idea.

      2021-10-10 22:04:41 UTC 3
  • Replying to comment by: Milky (but still gay)Milky beard Woiod be white Otheriwse I love

    Woiod be white

    I did that but it was hard to see so i\’m temporarily going to use a dark color until i find a solution.

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  • Replying to comment by: Cheese BiscuitAlso where arms

    This figure currently isn\’t finished so far.

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  • Replying to comment by: Cheese BiscuitWow I din’t think you were going that far in time

    Well this does take place 8 years from 2018.

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  • (Scroll to bottom for image results on shadows)

    I apologize for all of the invites, sorry if you didn’t want one.

    But anyways, even tho its Sunday i’m going to post weekly guides on Stick Nodes art.

    To start off with one, let’s start off talking about something that i’m going to be going over for a few weeks.

    Lighting.

    Lighting is the fundamental part of Stick Nodes art really, but it can be hard to replicate it with reality.

    So, we are going to go simple for a start.
    =======================================
    Shadows (Shading an object, not casting shadows. I don’t really like to talk about this one since it’s complicated and heavily limited.)
    =======================================
    Shadows aren’t really complicated, they’re actually really easy. (Relatively)
    In case if you don’t know, i’m going to show you how to create a basic shadow.

    For this reference i’m going to use a ball.
    How exactly do you shade this ball?
    One method is to use an arc and put it on the side opposite to your light source. Blur it to an extent that doesn’t make it too pixely.
    Depending on how dark of the surroundings you’re going for will determine the opacity. The lighter the background the lighter the shade. The darker the background the darker the shade. But under some circumstances you might want to have it oppose the shade of the background. (However, blurring this arc could cause errors. Be aware that your arc might also have to account for a little bit of background shadow, that is if you don’t mind the small amount of light sticking out at the end of the ball. Not necessarily the topic for today, but just a warning.)

    Another method is to add a smaller ball on once again the side opposite of the light source. The same methods of filter properties apply. (Once again, might account for background shadow. This one is also heavily limited to a few variations of appearances, so i don’t recommend this in all honesty.)

    That’s as far as it really goes if you want to stay clean.
    But there is a complicated method that you should only really use for black backgrounds.
    What you have to do is get a line, size it up to a scale that can cover most of the ball. Stretch it across the side opposite to the light source.
    The same properties for filters could apply.
    This method could open more dynamic possibilities when it comes to shading a shadow, but its limited to only black/dark backgrounds. That is unless you make the shadow the color of the background, but then it wouldn’t really be darker.

    There are solutions such as creating figures designed for specific types of shadows (Which i’m going to get into later), but this seems to be as far as it goes without that idea.
    =======================================
    Results (in order)

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  • Replying to comment by: LuluHi guys

    Hey, whats up.

    Welcome back.

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