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No. 6643
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This was done rather sloppily on another layer set to the Overlay blend mode at 75% opacity, and you're free to do whatever, but here are the suggestions I have for shading.
1) Have one well-defined main light source. I tend to default to upper right because I'm rather lazy like that.
2) Then, have a secondary bounce/ambient light source. This adds a rim highlight to the "dark" side of the Scout's face and better defines the volume thereof.
3) Speaking of, even though you're drawing in 2D, keep in mind the 3D shape of Scout's face. Faces are not flat: the forehead is shaped to wick sweat away from the eyes, the cheekbones are sloped to reflect light rays into the eyes (hence why football players wear eyeblack), the teeth give the mouth its unique shape...
4) Dudes have lips, too! I tried to pick a shade that doesn't look like makeup.
5) Teeth are not a single strip of white. Scout in particular has big buck teeth that add to his character. And, like everybody else in TF2, he has a rather pronounced underbite. Drawing the individual teeth also proves my earlier point about his smile being too wide--most people only show between 8-12 teeth when smiling (upper + lower fronts and canines).
6) Shirts, unless they're super starched, are not an unmoving mass. They'll wrinkle and pinch based on the forces pulling on them. I kind of half-assed this one, so I suggest you consult more references (or just use yourself as a model) to get a better feel for how shirts work.
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