WEEK1: LIGHTS AND SHADOWS, PRIMITIVE STUDIES
- Overview: Value range 0-100% (or 1-10), local value, halfway to black, AO, form shadow, core shadow, cast shadow, bounce light, highlight, specular highlight
- James Gurney Color and Light, page 46 demo
- Mo Kim Demo PSD (Rt Click, Save As)
- Nametag PSD (Rt Click, Save As)
Links to PS Efficiency Articles:
Articles on Creativity, things to chew on:
- Philippe Starck on Creativity
- John Cleese on Creativity | Article
- Rolf Dobelli on the benefits of Avoiding News
- Picasso on Success and Why Never to Compromise Creative Work
- Stanley Kubrick on Mortality, Purpose of Existence
- Ira Glass on the Taste Gap
- Bill Watterson inspired Cartoon by Gavin Aung Than of Zenpencils
- Joe Rogan Society Trap Video
- Be a MF'ing Wolf
WEEK 1 HW:
- Form and Light Study:
- 1 primitive block setup (3 overlapping blocks), 3 different lights setups (i.e. 3 qtr, top, side, backlight)
- Overlap primitives, have some cast shadows falling onto each other
- Label the types of light and shadows with value numbers for each NEATLY (use the Line Tool, Type Tool, Group layers, etc)
- Inset a basic overhead map of the objects and the light
- For Printing:
- 1 clean, 1 labeled (6 total)
- Tip: At the very top layer, add an Adjustment Layer for Levels, and boost the shadows and midtones to get a 'better' print. Do a few small test prints if you can.
- Also have your name tags ready
Lesson:
Types of Shadows:
- TERMINATOR:
- Where light meets shadow
- Light rays are tangent to the edge of the form
- Softness/hardness determined by the form
- CORE SHADOW:
- Shadow part that starts after terminator
- Only visible if secondary light (reflect, bounce, fill, edge/rim) is weaker than the main light
- AMBIENT OCCLUSION ‘AO’:
- Areas where shadow is the darkest, light doesnt get in
- Happens where two forms meet (folds, corners, vertical plane meets horizontal plane)
- CAST SHADOW:
- When light hits an object, a cast shadow is projected (ray trace)
- Cast shadow can be used as a design element
- Color and value is dependent on atmosphere, color of the sky (since it is a plane that faces upward) - it is NOT black.
- EDGES:
- Soft light casts a shadow with a soft and blurry edge
- Hard light casts a shadow with a sharper edge
- Edges of shadows get blurrier as the distance increases from the object that casts the shadow
Types of Light:
- 3 QTR LIGHT:
- Shows most form, little shadow on the opposite side of the Broad light
- Rembrandt Light - when nose shadow merges with the shadow side of the face, also leaves triangle on the cheek closest to the viewer
- Contrast depends on the type of light
- TOP LIGHT:
- Hard or diffuse, shows more 2d form/design
- aka Frontal Light, good for characters
- Contrast varies depending on the light
- RIM LIGHT:
- aka edge light, kicker is a strong light from behind the subject to separate subject from the background, used extensively in photography and film
- Width of the rim light varies depending on the form - NOT just a white outline of the form
- Lots of contrast
- BACK LIGHT:
- aka Contre Jour shows off silhouette
- Edges soften and harden in different areas depending on the form
- Less contrast, tight value organization
- BOTTOM LIGHT:
- Dramatic, unusual light because in nature there’s not much bottom light
- BOUNCE LIGHT:
- Any object receiving direct light will reflect color/light onto other forms around it
- Sky color reflects onto upward facing planes, downward facing planes warmer
- Vertical planes receive a combination of warm and cool bounce light
- Falloff is quicker as you get away from the source of the reflected object
* Scott Robertson: Halfway to Black
- Form shadow value typically are halfway to black in value (1-10)
- If primitive is a 6 local value, shadow color is around 3
- If table is a local value 3, then the cast shadow color is 1.5
Value Grouping:
- Break each of the 4 planes down into their own values:
- Top plane
- Side plane in lighter halftone
- Front planes in darker halftone
- Side planes in shadow
- Squinting, using filters in Pshop help group values to break down light and shadow forms
PS Tips:
- Setting up and Saving a Workspace
- Keyboard shortcuts:
- Brush size mapped to Radial
- Blend Modes mapped to Radial
- Using Command/Option + Transform
- Masking, Clip Masking mapped to button (Alt+G)
- Locking layers ( / )
- Flipping, Canvas Flipping ( CMD F, CMD Shift F)
- Copying everyone got 1 layer (CMD+Opt+Shift+E)
- Opt on the Pen Button for color picking
- Step Backward/Forward on tablet button
- Shortcuts for all Tools
- Line Tools, Shape Tools
- Tool Preferences (Brush, Line, Custom Shape, Exposure)
No comments:
Post a Comment