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GUWEIZ Patreon Series EP 31.1 (Process Walkthrough)

The first process video for the recent set is up! Even for someone who draws a lot of full environments, this one was an extra challenge having to account for everything in the scene being fully visible in bright light.

As always, feel free to let me know of any questions or feedback you have below!

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GUWEIZ Patreon Series EP 31.1 (Process Walkthrough) GUWEIZ Patreon Series EP 31.1 (Process Walkthrough)

Comments

sorry guys I apologize about my language, I am not good at English, but I'm trying my best to learn it. I just feel a lot of things I need to ask and I am afraid to confuse you guys confuse by my poor English. Maybe next time, I will keep my questions simple enough and use English to express

zhiyou

非常感谢解答我的疑惑!首先关于我的练习图我在想通过discord私信发送给你会不会方便一些? 其次材质的表达上我能感觉到虽然画面中很多物体可以概括为几何形体的1-2-3面,但我还是惊讶于一些细节的取舍,比如画面左下打开的抽屉把手,如果是我,我肯定会在意把手和抽屉面之间的环境光遮蔽(ambient occlusion)会用柔角笔刷尽可能教条式的还原现实规律,又或者是右边的棕色篮子上的孔状,放大看起来像是没有任何体积但是在整体画面上又是实实在在可以被阅读的!事实上现实中的很多材料放大来看都有很多细节,而我还在继续尝试能做到像你一样取舍自如地表达材质。 关于皮肤的色彩,其实我是注意到手臂的亮暗处理与腹部还有脚部的不同,这让我感觉到疑惑。尤其是和这个系列的第二张图(扎头发的那张)比较,在同一个场景下为什么阴影的颜色会不太一样?(其实我第一眼看到图的时候会以为是手臂比较脏,所以应该是我的大脑没有很好理解整个环境) 关于镜子的问题我大概理解为顶光照射相机背后的墙面做出的二次反射才会进入角色背面的空间所以看起来更弱,不知道理解的对不对。 最后!刚刚知道今天是你的生日!!生日快乐!!!

zhiyou

For translation, they asked regarding how to capture material properties accurately, as well as the cool shadows on skintone, and lastly whether the mirror should cast reflected light on it's surroundings or bloom brightly. My answer: Materials are really heavily defined by their form edge sharpness, followed by their key characteristics in the highlights. (Sharp, or matte, smooth or textured). Cool shadows are just to create a contrast to display the warmth of the lighting. Lastly it's important to regard the actual light the mirror is reflecting, and consider that it's surroundings are also in fact reflecting that light. If the light is weak in nature, only the mirror will reflect it visibly as an image - it does not amplify said light onto the surroundings (which already are directly hit by the same lighting)

GUWEIZ

问的好深入!可以哪里上载一下给个链接可以看看。 材质感最重要的还是体积、边缘软硬正确,然后抓好高光的体现。只要抓最终点的特征就行了。手臂阴影颜色就是个简单的对比,用暖光跟冷影带出光的颜色。镜子其实不是个发光体,只是一个高灵敏度的“转发器”,把镜头后面墙上的弱光从房间另一边转入镜头。其实镜子周围的墙也已经在反射同样的光,但应为这道光反射的距离很长,在镜框旁边的效果已经是弱的了。

GUWEIZ

或许镜子在暗处,所以背部阴影不会照亮的那么明显?这是我个人的看法。

NCL

hi,GU!非常用心的视频~很受启发,我之前也有设计过角色在浴室的场景,同样是夜晚,不过在Value的步骤上我始终没有办法再继续下去,如果有渠道可以把我的图片发给你看的话请一定告诉我。 另外我注意到你视频里讨论材质方面的内容,想请教一下如何能给人信服的材质感呢?在你的图片里放大的时候并没有看到使用特定材质笔刷去表达特定的物体,相反很多时候都能看到来回用笔的方式,以及并不算规整的轮廓线。让人很难相信在图片缩小后,看上去会如此的好。 还有我想知道为什么角色的手臂的阴影部分要用到看起来比较灰的颜色,还有如果角色背后的镜子能直接反射光线的话是不是角色背后会存在轮廓光,靠近镜子的物体也应该有被照亮的感觉?

zhiyou

I usually add in a new layer below the linework for the initial stage. I may merge these layers later to paint more smoothly.

GUWEIZ

Hmm, a livestream could be interesting, it could be nice to look into when I have a bit more time!

GUWEIZ

Hi, may i know the local values apply at line sketch layer or new layer?

NCL

Will you ever be open to doing a live stream where we ask you questions while you work? I don’t know if you have done it before.

Welp


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