Transcripts
1. Intro skillshare part 3: Welcome to pick slot
master course part three. In this course, we will
study material and intermediate level
shading for pixel art. Things like
anti-aliasing, deterring, and all sorts of different
materials in different styles. You can find part one and part two also here
on Skillshare. And you can also find
the links to those in the about section of the
course right here down below. After you have
finished part one, you can either jump on part two if you are interested
in game perspectives, or you can jump right
here on part three in which we study materials
and shading in more detail. You can find the resources for this project right here under
projects and resources tab. So all of the materials that we will study in this course, you can find right here on the right side,
and the resources. In case you are using a
sprite as your software, you can find the materials
in a sprite format. Or if you are using
any other software, you can find it in
the PNG format. After you have finished
all of your lessons, it will be time for you to
create your own project. You can find an
example right here. You can see that the
project for this one is creating two different materials
into different styles. In this case, we have
rocks and foliage. There are also a couple
of tips like limiting your color palette
between 37 colors. And of course, picking
a material that excites you because
learning should be fun. After you have
created your project, please submit it by clicking on Create Project found here under projects and
resources tab. After that, you can simply
follow the steps and submit your projects so I
can review it and give you some
feedback if needed. I hope you're excited for
this course as much as I am. And let's start this journey together and let's
keep on going. But please remember, the most important
thing is to relax, enjoy, and have fun learning. So what are we waiting for? Let's go.
2. Introduction to intermediate shading: Welcome. In this section, I will explain shading terminology and how it's usually used in traditional art, and how it's different than
what we use in pixel art. I will also show you a
lot of different tips on how to create your
own deterring patterns, as well as how to anti-alias
lines, curves, and objects. And also a very simple
tip on creating your own color palettes
by using color curves. At the end of this section, I will also give
you a challenge. So let's jump into it.
3. 1 Shading Terminology: Welcome back. In this video, I will explain
the terminology in art and how you would usually find it
in traditional art schools. And I will also explain
why it's different in Pig slot or why I personally use different
terms in pixel art. If you see here, we
have seven terms. Highlight, Light Center,
half tone, midtone, reflected light, shadow, cast shadow, and ambient occlusion. All of these are very
common terms in art. And what is very important
to understand is that we're essentially dividing
everything into two families, so to speak. We have the light family, which is everything
above this red line. Those would be the
highlight, light. And halftone are myths them, however you want to call it. And everything
below it belongs to the shadow family
called reflected light, shadow, cast shadow
and ambient occlusion. And what is important to understand that in
traditional art. And if you want to
draw realistically, reflected light is always darker than the half
tone or mid-tone. Okay, so the brightest
section in the shadow family, which is the reflected light, is still darker than the darkest part of the
light family which we did, Hearthstone or the mid-tone. Okay, so why do I say this? Because in pixel art, we usually use the halftone or mid-tone as reflected light. Because in pixel art, we have very limited
color palette. So we have to reuse same
color for multiple purposes. So what you will
most commonly find is that the halftone
is the same color as the reflected light and the cast shadow is usually the
same as ambient occlusion. So we would combine those, keeping that in mind, let's explain what
each of these are. First, I have drawn a simple sphere using only
shadow tone and nothing else. Now we need to define where
exactly is the light hitting. And for that, I simply added
the halftone or mid-tone. So now we have divided our
sphere into two sections. The color that is representing the light where the light is hitting and the shadow where the light isn't
hitting directly. Now, on top of that, we want to add the cast shadow. Why is it called Like that? Well, because the object is
blocking the rays of light. So if you imagine the light casting bunch of
differently, the light rays, Some of these are hitting
the object and this is exactly where the light
section of our object is. And because it's blocking
some of these rays, and this is exactly where the brightest portion
of our object is. Some of these light rays
are going to bounce off. They're not going to continue. And this is this section,
the cast shadow. Basically, the cast shadow is wherever these light rays
are not hitting directly. So this is what our
object is doing. Light is hitting the object, creating the light tones. And this same portion
of the object is blocking those light rays
from hitting the ground, creating the cast shadow. Once we have those three things, you already see how
realistically this kinda looks. Now, let's add more to it. Now I'm going to add the light or center
tone or the light tone, however you wanna call it. And the reason why I
personally in Pixlr core, everything lighter tone is because it's easier
to understand. And the light tone or
center-right is going to be almost the brightest
section in our image. What you would usually find it, or that people would
create light John, or central light,
and then transition slowly towards the shadow tone. And this is why it's called
the half tone or mid-tone. Personally, I usually
create it like that and then I add more
light on top of it. However your processes and
however you want to use it, that is totally up to you. Now that we have
this out of the way, let's talk about the highlights. And what highlight is, is basically just the brightest
portion in our object. The next one we should be adding is the reflected light. Why? Because the light rays are
hitting the ground and still bouncing around and
around this entire environment. And there are still some light reaching this section
of the sphere. So this is why we have
the reflected light. And remember, because every
time the light bounces, it loses some of its energy. So it may be this
bright in the start. But now right here, it already lost a
lot of its value, so it's going to be weaker. And each time the light bounces, it's going to lose more
and more of its energy. Still, it's important
to understand that we have reflected
light in pixel art. This is rarely added, so you shouldn't be
too worried about it, but it's still something that you should be
keeping in mind. And lastly, the
darkest section of our objects are
ambient occlusion. This is where basically no
light is getting and you can usually just
draw it black lines. You would usually find this right here down in the objects. You can see it here. But in pigs lucky, you will
usually find those like in tiny cracks in the stone
and something like that. And now I want to touch upon how the traditional art
to pixel art correlate. If you are coming
from traditional art, you will think that this isn't too many colors and that
you need more colors to it. And if you are coming
from Pixar, only, you may think this is
way too many colors. So I'll try to find the
middle ground by using the magic wand tool to select our sphere and the cast shadow. And if I use the
blur tool over it, this is for our traditional
artists friends and use it a couple of times. Do you see how it looks, how realistic it looks? Because we are using
the blur tool to introduce more mid tones
and more transitions, making it a lot smaller. This is what you would have
to see in traditional art. However, since we are not
using traditional art, we are using pixel art. We are using less
and less colors. This is why it's
important to simplify and reduce the color palette
as much as possible. So we're essentially removing all of these colors
until we get here. Each color should have
its purpose in pixel art. And hopefully, this will help you understand
a little bit. And for those of you who are
coming from pixel art only, hopefully this will help
you understand that if you are looking at images
online for our reference, and you're seeing
too many colors on a specific object that you want to replicate the pixel art. Hopefully, this
will help you guide your basic process on how to replicate
something in Pig slots. So you are essentially taking
one color in Pig slot and using it what would be
maybe even dozens of colors in usual digital
painting style. That's all for this video. I will see you in
the next one where I will explain what is the difference between
highlight and light tone.
4. 2 Terminator line: Welcome back. In this short video, I also want to explain
what specific term and that is terminator. Yes. Like in the old movies from
Arnold Schwarzenegger, this same terminology
is used for the line where we transition
from light to shadow. So this specific section right here is going to be
the Terminator. Okay? So wherever we start transitioning from the light
tone to the first shell, often this is going
to be the Terminator. Okay? Another thing I want
to point out is that, do you see how these
lines are very straight? When we are looking directly at the sphere, this isn't wrong. This is exactly how it would be. However, in art, we wanted
to emphasize certain things. We want to emphasize
the curvatures. So it looks nicer. So to give you an
example of this, this is how it will look like. This is the previous one. And this is what happens if you tilt the sphere towards
you a little bit. Do you see the difference? Before and after? It's a very simple change, but it emphasizes that
this object is curved. So sometimes art is not
about hyper realism, that is completely
different form of art. We're not creating realistic
things in pixelate. We're simplifying things. We are implying things. And with those kinds
of techniques, we are presenting an
object to the viewer. So I hope you
enjoyed this video. I will see you in the next one.
5. 3 Highlight vs center light: Welcome back. In this video, I will explain the
difference between highlight and central light
in traditional art, highlight is the reflection
of the light source. And center light
is the portion of the object that is closest
to the light source. Or basically it's
directly looking at the light source from
our previous example. This section right here would be the central light and this is
going to be the highlight. Now you might ask a question, why isn't the highlight in the middle of this center light? Because it's even closer
to the light source. And it makes sense that
the brightest portion of our object should be closest
to the light source. But it's really not like that. Why? Because highlight is a
reflection of the light source. We need to calculate its
position by taking into consideration where exactly
are the eyes of the viewer. So when, whenever we are
talking about reflection, we are basically taking two
things into consideration. The viewer, which is you, and the light source. So here on the right, I have very simple illustration
of a circle, which is basically a sphere now, because I have added two tones, the lightest tone
on the shadow tone. So where exactly would be the position of
the center light? Well, it's right here because it's closest
to the light source. The light source is going to
be this on the right side. Let's make it green
or even yellow. Like so. And then we have the
position of our eyes, which is going to
be right down here. So where exactly should we
then place the highlight? We are placing the highlight and the object where the angle between us and the object is the same as the object
and the highlight. So for example, if we
have a 45-degree angle between light and the object and is bouncing off of the
same 45-degree angle, let's say towards us. I'm well aware that this
isn't 45-degree angle, but let's just go with it. This would be the position
of the highlight. So it will be roughly here. Okay, To give you another
example here on the left, you would think
that the highlights should be right here at the top. So we're looking directly at the sphere and our eyes are
basically here in the middle. If you are looking at
it from the screen. So the highlight isn't
really at the top. That is the job of
the central light. So this right here
would be like that and the position of our highlight
would be roughly here. So if our eyes move
a bit to the left than the highlight would move
a bit to the left as well. If we move our head a bit up, then the highlight
would move up as well. If we move it down and to the right than the
highlight mood, also move to the
downright position. So it's very simple when it comes to creating
it in pixel art, because highlights in pixel
art are usually just simply the brightest section of our object and
replace highlights, usually within the same
space of the light. And we're not taking into consideration where
exactly are our eyes. So this is something very
specific to pixel art. And what I'm saying is
basically don't worry about it. You don't have to calculate this because this is
being used if you want to draw something
realistically or hyperthyroid basically.
And it pixel art. We are simplifying
things and basically implying something instead of drawing it directly as it is. Because again, we have a
very limited color palette. Another thing to keep in
mind is that the shape of our highlight is the
shape of our light source. So for example, if
our light source is smaller or more concentrated
like tiny little lamp, then also our highlight
is going to be smaller. If it's larger, it's going to be larger if the light
source is an elegant and lump of some sorts than our light source would
also be elongated. So those are all the little
things that you would be keeping in mind if you
are drawing digitally, but not in pixel art. However, in pixel art, highlight is very simple. It's basically the brightest
section of our object. So that's all for this video. And in the next one, I will
explain the difference between two shading styles.
6. 4 2 Styles of shading: Welcome back. In this video, I will explain two different shading styles. Style number one is the
one that I have shown you previously in the course and the one that
I will be using. And it's very simple. You use one color for each of
the sides of a flat object. So if the surface is flat, we use only one color. So you can see this on the cube. You can see this at the
top of the cylinder, so only one color. And you can also see
this for the pyramid. However, if the
surface is rounded, then we use multiple
colors to indicate that. Here on this cone, you see that we are using multiple colors
because it's rounded. Same thing on this section of the cylinder, because
it's rounded. Now remember, top of the cylinder is flats
only one color. The side of the cylinder is
rounded, so multiple colors, because the sphere is rounded, we want to use multiple colors. So this concept is very simple
because it enables us to create very clearly defined
objects in pixel art, something is flat, one color, something is rounded,
multiple colors. However, we have
style number two. And the style number two uses multiple colors even if
the surface is flat. Remember, I am not talking about adding textures just yet. This is only the base shading,
the underlying shading. You can use this style, but only if you are using very
high resolution pixel art. So this is more towards a bit more realistic
rendering approach if you have a lot of colors. So using only like four or five colors in this
image really isn't enough. So if I use a blurred
through a couple of times, you can see that this
still looks like a cube, but it loses its readability. And in the pixel art,
readability is very important. Now this is a low-resolution. Remember that? Because
at high resolution, you can introduce
multiple colors to make the grinded a lot
smoother and more realistic. But since pixel art is
mostly low-resolution, to meet the resolution by
that I mean below 100 pixels, it's best to stick
with style number one. Only if you are creating high resolution illustrations or a really high-resolution
objects, then it's okay to use
style number two. So I hope you keep this in mind and I will see
you in the next video.
7. 5 Calculating cast shadow: Welcome back. In this video, I
will show you how to calculate cast shadow. This is very useful
if you want to create a realistic
illustrations. First, we need to do things. We need our light and
we also need our cube. But where exactly is this slide? When it comes to its position in the air exactly for that, we need to draw a
line on this table. Let's say this is going to indicate where exactly the
position of our light is. So this lamp right here, this is the place where it's
directly above the table. What is the next
thing we need to do? Well, we need to indicate where exactly are the most important
key points and our object, those are usually the edges. So we have these four
top edges of the cube. And we also have bottom
edges of the cube. You see that one is
hidden behind it, and that's totally fine for now. Then we need to create
arrays of flight from our light source
that is going to hit the top sections of our cubes. So remember these key points, these four key points, we need to create
a light rays that are going through those
specific key points. So you can see that
we have one pixel here on our light
source, the green color. And we are going to create rays of light through
those top sections. And you see this red pixel
on the bottom that is indicating the position of
our light in this space. We cast those red lines
through the bottom sections. So each of these are
going to interconnect. So what is the next point? Well, that is calculating the position of our cast shadow. So how did we get here? Well, first, let's think about this
specific side of the cube. So I will take the purple
color to indicate it. You see this line here? Well, the top section
is green color. The bottom section uses red color wherever
those to connect. Right here, this is going to be the edge of our cast shadow. Okay? So since this edge
behind is hidden, so you can see that this
edge behind is hidden. Since this bottom
section is hidden, so this side of the cube
really isn't visible, or rather that edge. And they connect here
inside of this cube. This means that we
don't have to take this specific point
into calculation. Then we have this
edge right here. This green line is indicating the top section and the red line is indicated
the bottom section. And again, this is the place
where these two connect. The same thing goes for
this one over here. So how do we go from this
to this is quite simple. First, we have to erase whatever is basically
just clutter. And that would be
these two lines. The green one that is hitting
this edge behind that, we don't see the same thing
goes for the red one. So something like that. And then we will be left with only three portions that are indicating where the
position of our shadow v's. And then you are
basically just creating a line from 1 to another. And this is going to create
the outer edge of the shadow. Then you need to combine each of these
from its source point. So for this specific point, this is the source of
its shadow on this edge. Basically connecting
this portion here, this portion here,
and this point here. So you are basically
replicating the cube onto the surface of the table
in this case. That's all. So once we remove everything, we should have
something like this. That's all quite simple to do. Now, it does take a little
bit of practice and so on, and quite a bit of time as well. But if you want to calculate
the position precisely, this is what you
should be doing. Okay, Let's go to
example number two. What if the position
of our light and the table isn't here,
but rather below. So something like here. Well, we would basically just
do the same process again, cost the light rays from the
light source and then cause some red lines to indicate where exactly is going to be the shadow
vanishing point. Then again, connect these ones and you have your cast shadow. So basically you
have this because most of those lines are
hidden behind our sphere, we cannot really see them. But we use the same principle. We are connecting this portion to this section even
though it is hidden. So this angle is going
to be very important. And we're connecting also
to its source of the edge. Basically it's edge source and that's going to be
this bottom section. That's all. So where exactly
is the position of light source or the
lamp is very important, but we also need to
determine where exactly in the space this lab is, right here or right here. And it could be anywhere in-between like that's
really important to understand the spatial aspect of creating the cast shadow. So if the customer
is going to be like that or like that or
anywhere in-between. It really depends. So hopefully, this will
help you calculate your cast shadows in the
future a bit more precisely. In the next video, I will
show you how to calculate cast shadow and a sphere.
Hope to see you there.
8. 6 Cast shadow for a sphere: Welcome back. In this video, I will show you how to create
a cast shadow for a sphere. In the previous video, I
have shown you the cube, and now we are going to
sphere and it's even easier, but it requires a lot of steps. So let's go and
show how it's done. First, I have only
drawn a circle, so I'm not bothering
with shading the sphere at all because this
is about the cast shadow. So let's show you how it's done. First, create a rectangle
that is going to be of the same size
as our sphere. So we are basically
draw our line through the top edge and the
side edge of the sphere. And creating this rectangle. Next, we need to cast
light on these sections, or four cubed, let's say. So if you imagine
this was a cubed, you would have like multiple
dimensions. Like so. Now this is very rough
but you get the point. But since we only have two
dimensions is going to be a bit easier to follow
everything along. So you're casting
green light again from the top portions and the
red on the bottom portion. So we again are designing where exactly is the position
of our light source? Casting the red line through the bottom sections and the green light through
the top sections. Then you follow along where
exactly they will meet. For this, these two lines
are going to meet here. And these two lines are
going to meet here. Now, if you draw too many lines, you will notice that every
overlap multiple times. So my advice is when you are trying to
calculate everything, simply erase everything
that is in the way, okay? So you have a bit
clearer understanding or where something is. So moving on. Now that he could position of these two pixels where
this line interconnect. Then we need to
draw a line between these two points
and their sources. So what is their source? Well, the bottom portion
of this rectangle, and now we have the cast shadow for this
a rectangular shape. Okay, what is going to
be the next portion? Well, it's quite simple. It's creating the mid
portions of our sphere. Because what we need to
do right now is to carve out our spherical shape
from this rectangular, Let's say, rhomboid
cast shadows. So we're basically
cutting out the portions that we will not be
needing and try to replicate our sphere inside it. And for that, we need
to be more precise. And the way we do that
is by realizing where exactly is the edges
of our sphere. And we are going to cause those directly in the middle
sections like so. And the way we do that
is, again, quite simple. You are casting
rays of light from the light source through those points are
to discuss shadow. So this section right here is important because it's here. This one is here, and this one is here. So again, you are following
where exactly is the edge and trying to remember which edge corresponds to the cast shadows. So this edge corresponds
to this edge, and so on. Then, once we have those points, we need to carve out manually. So you have to draw
this free hand and try to simply improvise. You don't have to be too
precise about it because it's important to simply
hit this line marks, make it clean, make it nice. No Jack is, and then
simply fill it in. And this indeed is going
to be our cast shadow. So if you remove everything, this is going to be our
cast shadow for our sphere. So basically this is how we calculate a cast
shadow for a sphere. Now you can feel free to share the sphere however we want to. And that's all for now. I hope to see you
in the next video where I will show you how to create cast shadows
in the nature.
9. 7 Cast shadow in nature: Welcome back. This is the third video
about cast shadows. And this time we
are going outside. I have created a
very simple image. So we don't over-complicate and simply focus on the cast shadow. So again, we have our object in this case is going
to be a three. Then we have our light source, which is going to be our sun. And lastly, we need the position of our sun in comparison
to the space. Now, how do you determine this? Well, it's not as simple as
simply drawing a line all the way on the ground because sometimes that simply
won't make any sense. In fact, it doesn't
make any sense because this is
already predetermined. How? Well we need to determine where exactly is the horizon line. The horizon line is where
the sky and the ground meat. So in this case, right here, this is where
they meet, right here. If this was our ocean, Let's say this is basically
how you would draw it. This is the horizon line, like when the sailors used to say over the horizon
and stuff like that. This is why they
mean so wherever the sky and the ground or
in this case, ocean meet. But this can be very
tricky if you have like, let's say heels and so on. So where exactly is the position of the horizon line then? Well, wherever your eyes
are at or your camera. So if you imagine you are in this scene and you hold a
camera in front of you, the length of the camera
would be right here. So the middle would be right here where the
horizon line is. Same would be if you are
right here in this scene, your eyes would be here
on the horizon line. So these are just a couple of tips have you can determine
the horizon line. So basically because this is the position we
need to determine, because of the cast shadow, we are doing the same process, but this time around, I'm
roughing out the tree a little bit and I'm adding the
edges and this three. So what is important to
understand in this case is that I'm not trying to create a bunch of
different flights. If you want to make it
like really complex, you would place a bunch of
these points throughout which you have to like cast those green lines from
the light source. So we don't want to do that for every single little leaf
on the tree and so on. We want to focus on a
bigger shape overall. So in this case, those are
going to be these three. So you might ask, okay, but where exactly is the
position or the bottom sections? Because under cube you
have clearly find where exactly is the top portion of the edge and the
bottom portion. But in this case you
only see the top edges. You don't see the bottom edges. So let's talk about those. After recast our light rays from this portion
all the way through, then we need to take
the position of those pixels or the
points with that we have predetermined and cost
them all the way underground. Okay. This is basically the
portion where exactly we are going to run our lines
from the bottom through them. And again, we simply
connect those. So we determined where
exactly these are. There we go. So you have
these three points, then you connect those. And now I'll finish
this together with you. You simply fill this in. Now you have this cast shadow for this portion of the tree. We still don't have this
section of the tree. So what you can do is simply, you can either calculate it again if it's a
very complex shape, or you can simply
connected like that. There we go. If you think the cast shadow is a little bit off or a
little bit too sharp, you can again clean
it up if you want. Now if you want to
add more details and your three,
let's say perhaps, maybe some kind of an edge
or some kind of branch, or maybe a bird or a nest
or leaves and so on. Then you replicate
those roughly. The cast shadow as well. Roughly, you don't have
to be too precise. Okay. Now, let's say it's
something like here. Then we do the same thing
on the bottom and so on. You're basically just trying to recreate the same thing
on the cast shadow. So what's important is to
focus on a bigger shape first. And then you can introduce
a little tiny things. Now, just imagine if I
had to draw a bunch of different clients
through each of these little leaves and
imperfections and so on, that would take forever. So simply determine
where exactly is your light source horizon line
focused on a bigger shape. And then you can
add the details. Okay, So that's all when it comes to the cast
shadows basics. That's all for now.
I hope you enjoyed these three videos and I will
see you in the next one.
10. 8 Hitting vs looking at: Welcome back. In this video, I want to explain a very
simple concept of heating at, or looking at a specific object or light when it
comes to shading, what I mean by that, Well, you are one of two groups
of people that can easily imagine one form or another
when it comes to shading. So one group of people, when they shade
something for them, it's easiest to imagine
they are the light source. There are the sun, they are the light
bulb, older lamp. Whatever they can see is what's going to
be the brightest, and whatever they cannot see
is going to be the darker. So you can imagine that
you are sunlit, say, and whatever you can see directly is going to
be the brightest, and whatever you cannot see
is going to be the darkest. So that's one group of people. However, for most people, it's easiest to imagine
they are the object because we as humans look
at sources of light. We don't look at each other
as sources of flight. So if you imagine
you're an object, you have to imagine you are
seeing multiple things at the same time and that you are all of the object
at the same time. And by that I mean, you
imagine that your eyes are right here and this
portion of the object. But you also imagine
that your eyes are done here and then here
and everywhere else. And whichever section you
try to put yourself in. So let's say your eyes are here. If you are looking
directly at the sun, you are going to
be blinded, right? You won't be able
to see properly. And if it's like that, then this section is going
to be the brightest. But if your eyes are not
looking directly at the sun, they are looking, let's say
in the opposite direction. You don't have to
worry about sun. So this section is going to be darker and something in-between, which is going to be, well,
something in-between. Those are basically the two ways for people to imagine
when their shade. So you are either
one group of people where you are
imagining that you are the light source or you might be in another group of
people that are imagining there an object in
which section of their specific object
is going to be looking at the light or
looking away from the light. So try to think about
this a little bit. Try to determine
which one are you, and then try to also
practice the opposite way. So if up until this point, you're always thinking about, Okay, I am the light source. What am I going to hit directly? Now? Try to put yourself in the shoes of this object
and tried to see, okay, this part of
the object is angled. Where is it looking
directly at the Sun? Is it looking to the
side away and so on. Okay. And you can do this
the opposite way. I hope this video will reveal
to you which one are you. And perhaps you will even
find out the tube like the other approach
that you haven't been using up until this point. That's all for this video. I hope you enjoyed it. So relax and have fun. And I will see you in
the next video where I will start talking
about deterring.
11. 9 Dithering edges: Welcome back. In this video, I will talk
about deterring the edges of an object and how it creates a specific
effect of curvatures. I have already shown you
previously that deterring the curves is going to make it a bit smaller for the eyes. Overall, it's a smoother effect. By not using any more colors
than we already have, we create a small effects. And this is essentially it. Deterring pattern
is simply creating a midtone between two colors, basically a blended color
between two colors, okay? Nothing else. If we take the same principle
implied than a cube, this is the cube
that's being shaded. And then we deter
the edges for cube. In this specific case, it's only one edge. What does it create for you? Do you think that this
is the smooth transition between these two
sides? Yes, it is. But if you've got a
sharp edge on an object, we want to keep it
like that, okay? If we deter it, this is basically
a midtone between these two colors,
right in the middle. And it would look like this
if we didn't use the trunk. So remember, deterring is when we don't want to increase
the color palettes. So we want to keep
the color palette small or the same size. We don't want to introduce an extra color
like in this case. So we use the trick, but
this is the same effect. Do you see how the edge of
the cube is no longer sharp? This one? It's
rounded a little bit. So have you use
deterring effect can really determine the shape
of the object as well. Deterring patterns can
also be used as a texture. But just because something has checkerboard pattern doesn't
mean it's deterring. Deterring is a
shading technique. So you are creating a
midtone between two colors. So you're basically
blending colors. And depending on how you
create different patterns, you can create multiple
colors from only two colors. And I will be
showing you that in the future videos for now, keep in mind that if you did
or the edge of an object, that edge is no longer sharp, it's going to appear a bit
smaller, a bit rounder. That's all for this video. I will see you in the next one.
12. 10 Dithering 2x2: Welcome back. In this video, I will
talk about deterring and specifically deterring
into two-by-two pixel squares. First, I will create a new file. And we can say that, let's say the width can be, let's say 40 pixels and the
height should be two pixels. Because again, we
are going to be using two-by-two
squares to determine the ratio and basically the
pattern of our lettering. How does this work? Well, if I create a new
file, it's a 50 by 50. And I use the determining that a sprite has
provided us with, which you can find here on the tools right next to
the paint bucket tool. So if you left-click, you will find the gradient tool. Right here. You will see multiple options. First is no deterring at all. And that basically takes whatever is the foreground
color in this case, the white and the
background color, which in this case is black. And if I just use
the gradient tool, you'll see what happens.
We have a gradient. However, since a sprite
is focused on pixel art, it can also create deterring patterns
called Bayer metrics. And then followed
by specific number. Two-by-two means
that the pattern that we are using is going to be limited on two-by-two squares and four-by-four is going to be limited to four by four squares. And I will show you
exactly what it means. And the same goes
for eight by eight. So if I use this one in this video and painted
over this entire Canvas, you will notice that we have a very familiar checkerboard
pattern right in the middle. But you also see some softer
gradients to the sides. And if I zoom out
just enough a sprite, we'll blend these
colors like so, this is exactly
what gaze creating gradients without
introducing new colors. Let me show you how
this exactly woodwork. So let's paint
everything in white. And I will be using
black color right from, let's say, the right side. First, I will create a grid. And it's going to be two-by-two. So we're replicating
two-by-two squares, meaning the same matrix up here, which is bare
metrics, two-by-two. How does this work?
Well, on the right side, we start with four
pixels, completely black. This means that this
square is 100% black. Now, if I paint it again and remove just
one pixel from it, so now we have three pixels, black and one white. This means that we have
created a gradient that basically this one is 75%
black and 25% of white, making it gray, dark
gray specifically. Now, if I repeated the process and replicate this last
square on the next one, and again, erase one
more black pixel, we will get to 5050 ratio. This is completely
neutral gray color. So if I let say, double this down for
the white color, then replicate the same
thing on the other side, meaning now we have
completely white color, but we also need to have 75%
white and 50 per cent white, which we already have. So when you get to 50 by 50
ratio within this square, then you can start transitioning
towards the other color, whichever it might be. In this case, it's completely
white to keep it simple. So right now we need something
that is 75 per cent white, so we only need one black pixel. And that's all. So if I take this as is, this is our gradient. Now to make sure
everything is even when I start showing you how it
replicates and I Canvas, I want to make sure that all of these are in equal portions. So if you look here, you'll notice that all of these are roughly of equal length. So I want to make sure the
same thing happens here. Right now I have two squares, both of which are
50 by 50 ratio, but I can only one squared, which is seventy-five
percent ratio. So I will move
everything a little bit to the left, let's say like so. And replicate this exact
pattern on two squares. So right now we have two
tiles, let's say two by two, which are 50% to 75 per cent, and two which are completely
in a solid color. So now if I take this
specific pattern and create a new canvas, let's say 50 by 50, and paste it right
down the middle. Now the easy way
you can replicate this pattern is by using
Control V function, which will create a
brush within a spread. If you don't have a sprite, what you can do is simply copy, paste this entire pattern and just keep on going and
keep on going and so on. Since we are in a sprite, I'm simply going to
use shortcuts to make it a bit faster.
And there we go. So you can see this
is the same pattern that we are finding right here, but it's a bit narrower simply because that's
how I made it. I made it manually. So it doesn't scale as well. But if I were to
zoom out enough, you can see that we again
have those three colors, which are also here as well. It's just that the stripes
of those colors art as why? Because, well, the deterring
pattern also isn't as wide. So this is a very simple way how you can create a
different pattern. This is the most commonly used, especially the one with a checkerboard pattern because it's the easiest for beginners. Now, where does the font start? Creating your own
detecting patterns can be extremely fun. It's a bit limited and
two-by-two squares, and it basically becomes exponentially more fun when
we get to higher resolutions. But for now, let's
experiment a little bit. Let's create our own
deterring pattern. And how am I going to do that? Well, let's start the same. But this time around, let's expand this
just a little bit because I don't
think this size will be enough to represent
what I want to talk about. Let's say maybe 50. I hope this will be enough. Let's start roughly
in the middle. And instead of creating
checkerboard patterns, like so, what we can do is
remember that all that's important is that we keep the ratios within the
squares the same. So 50 per cent should be black
and 50% should be white. So we don't have to use
checkerboard pattern. So what if we do this? We still have 50%
black, 50% white. Now to make it smoother, Let's say we can repeat
the same pattern, but let's swap the
pixels around. So we're keeping the
same ratio of fit by 50, but we are basically just
reversing the colors. This is all going towards
completely solid black color. So let's keep on going. What comes next after 50 by 50? Well, we need to create
75 per cent ratio. And this one pixel can
be placed anywhere. We can place it here, here, here, or here. So we have four places. Now suppose I place it here. And on the next square, which also has to
be 75 per cent. If I want to, I
can place it here. So I'm essentially moving this square instead of being
here, I moved to the left. So it connects with this one, replicating the same pattern we are having here
in the middle. But I'll smaller scale. So let's say I do
the same thing here. One pixel here, one pixel here. If I go further away, let's say make it here.
Let's make it here. And then further along, I don't need to
create anything else because all of these pixels, these ones are 75 per cent, these ones are still 5%, this one are cent,
five per cent. So all of these squares, these styles, are seventy-five percent white in this case. Okay? So this is a very easy way
how you can do it now, because we are going
towards black color, we need to reverse these ones. So let's do that just quickly. There we go. And now we can have a completely black color
on the right side. Like so. Now we can do the same thing
on the left side as well. And that is basically
what we have just done here before I
reverse the colors. So let's go and do just that. So first I want to
make sure that we also have to square root
of 50 by 50 ratios. So we'll go like this. And then we will start
skipping those colors like so. We want to make sure it's
of the same patterns. So we have one up, one down, one up, and then one down. There we go. So this is the same
pattern on both sides. So if I take this
pattern right now and go back here and create a new, basically just a frame, paste it, and bring
it down all the way. Again using our
control B shortcut. There we go. So we have
a very simple gradient. It's a bit different,
it's a different texture. So if I zoom out, you
can see that it also again creates those same colors, the same five colors,
but it's different. So you are not limited to creating your
checkerboard patterns. What if I want to
experience even a bit more? So let's say I want to push these pixels a bit further away. Let's say I skip one completely square and
make it completely black. And then I repeat this
pixel here, like so. Let's do the same thing
here on the other side, this will be very easy because
it's a very tiny change. But we can easily compare it
to this pattern right here. So again, I will
create a new frame. Erase this one, and
paint over this one. Like so. So do you see the difference? It's very tiny. It's on the edges. But if I zoom out, you will notice that
there are some stripes right now between
completely white colored, you have this one
stripe of gray color. And same goes here
for the black. You have one stripe
between those. So this is kinda like deterring inside of
deterring. Okay? So it creates really
nice smooth colors and how you approach this
can be so magnificent and so versatile that it's very hard to explain unless you experience it for yourself. So you can create
your own patterns. Do not be limited by
what software gives you. You are an artist. You are here to
create something new. You don't have to reuse the tools that you
have been given. It's up to you to use those
tools however you want. But again, you have the freedom to create
whatever you wish to. So that's all for this video. In the next one, Let's jump
to four by four squares. The drink.
13. 11 Dithering 4x4: Welcome back. In this video, I will talk about
four-by-four matrix and how to create different
patterns within those. In the previous video, I
have shown you how to create a two-by-two matrix
using the a sprite. And now we have four by four. So you can see that
it's a lot smoother. We have more gradients, we have more colors if
you were to zoom out. And basically this is
just a way to introduce more complex deterring
patterns inside of your well deterring and the high-resolution pixel
art you're creating, the more distinct
patterns you can use. Because most people use
low-resolution pixel art, simple checkerboard
pattern is usually enough. So what I have done here is
created a very simple file. And we have four-by-four
pixel matrix, basically a thiol
of four-by-four. So if I go back here and if you remember
the previous lesson, wherever you look
at, you will have a certain percentage of
black and white colors. So here we have mostly white
and a little bit of black. And here we want to
replicate that same process. So right here we
have 100% black, and now we want to introduce slowly what color
one-by-one pixel. In the next section, I'm going to introduce
only one next to it. I'm going to introduce
another pixel. Let's, let's say
maybe it's here. Then I will introduce
another one, perhaps here. All you're doing is replicating the previous style and just introducing more
white colors to it. So we are here
right now on number four and now we need
to reduce number five. So let's say
something like this. Then let's say we need a
number, six, perhaps seven. And then finally, we have eight. So what we have done
here is created a pattern all the way here
where it's 50 by 50 per cent. Okay, now, we need to also
create the same thing, but for the white side as well. And we don't have enough space. So what am I going to do is
double the canvas size to 96. This section, let's say
right here, flip it around. So you can basically flip it around horizontally
connected. Or you can keep it
disconnected if you want. And now we need to
reverse colors. This is where you can
do. This, is simply make one color completely
in the other color. Turn off the contiguous. There we go. Now we
can paint the black here and white on this color. Now we can bring them together. There we go. In this case, you will see again
that we have 50 by 50 per cent ratios and
two of these squares. The next one has less than now which type of receptors that exactly as you
have to calculate, but essentially one
pixel less than this creates these kind
of like plus signs. If you take a look here, you will notice these plus
signs happening right here. So basically, if I wanted to
spend a bit of extra time, I can make sure that each of these patterns has at least
two squares inside of it. But for now, let's just take this entire pattern is as is, Let's move it a bit to
the right for one square, since we have four white
squares here on the left side, I also want to have four black
squares here on the right. I can take this entire
pattern, create a new file. Let's make the height
a bit more like so. And again, Control V to create a brush from it.
And there we go. So now if I zoom out, you can see here the
software starts to blend it. It's quite nice and easy to do. So have your data is very easy. The process is quite simple. The more transitions you
have between each color. For that you need higher matrix, the more smoother
transition you will have. Let's see how we can create
something of our own, just like we can have
previously here. So this is going to be
our starting point. Let's reset it, and now let's start working
towards our pattern. Now, in this case, if you recall what I have
done previously, just use the checkerboard
patterns for 50 by 50% ratio. But in this case, I want to
make something different, just as I have done
in two-by-two matrix, I will create the
same pattern here, basically creating
lines instead of dots. So let's go and replicate
it on multiple of these. Now I have to remove some of these colors because right
now it's 50 by 50 per cent. And here's the trick. Up until this point, all we have done is
removed one pixel, but we don't have to do that. What we can do is instead removed two pixels
at the same time. We are not limited to removing
only one pixel at a time. So the amount of pixels
you are going to remove, how you are going to create ratios inside of each
of these squares. Each of these grids
are tiles hover, we want to call
them, is up to you. So let's connect these instead
of here going like so. Let's move them
down a little bit. So you're also not
limited again, to keeping all of those
pixels on the same lines, which the software,
by default is doing. What software does is
not what you have to do. You are free to create
something your own. So now let's move
these two pixels up. So what we have basically
done is replicated this tile. But we can move these
two pixel lines a bit down and this one
pixel that's a bit up. Now we can connect this. Now suppose we again want to remove two pixels
instead of one. Well, now we can remove, let's say these two. Now we can connect
these two like so. Again, alternating that finally, let's say we want to
have only two pixels inside R squared
instead of four. What's important is to try to keep the removal of
pixels the same. So if I remove two
pixels previously, this is the same amount
I want to keep removing. I don't want to
remove some or three pixels somewhere
on the one though, please do experiment and you'll see what we'll
get as a result. So let's keep on going. We have always two squares of the same amount of
pixels, as you can see here, we have two squares with four
pixels in it, white pixels, I mean, then we have
262 with eight. We only need two squares where we have only two
pixels, like so. And then we can simply
go black completely. We don't need to
introduce one pixels. Those certainly you
can if you want to. So that's completely up to you. Now this away we can
replicate this is again, we're going to copy
paste this here, flip it horizontally,
change one color. So let's say red. And then we can invert
the colors like so. There we go. So I'm going to take this same distinct pattern, create a new file. Or I can even use
this previous one, simply add a new frame, control B, and I can paint it
all the way down, like so. We have one pattern
and we have another. Both of these create gradients. So if I zoom out, you can
see that I have created a different type of
gradient, just as this one. Now you can see
that if I zoom out, the more complex deterring
pattern we have, the more trouble software has to represent it in solid colors. So you can see that
even zoom-out, the previous pattern does have a little bit of
deterring within it as well. So you can see it right here. The next one has a solid lines. So again, how do you want to approach the truck is
up to you and please feel free to experiment
because right now we are only using
four by four matrix. And because we have
a lot of space here, we can create lots of different
interesting patterns. So those don't have to be lines
of checkerboard patterns. You can combine those two. You can create even more
interesting patterns like squares with
lines and so on. Because I think the discovery
is part of the process. You should be enjoying it. And also this will be part of the challenge in
few videos type. So this is all for this video. I will see you in the next one.
14. 12 Antil aliasing lines: Welcome back. In this video, I
will show you how to anti-alias lines,
straight lines. Why is this important?
Because when we start entirely async, larger objects, especially
high-resolution pixel art, you will notice that
most of anti-aliasing is simply lines and curves, basically trying to recognize what kind of an anti-alias
effect you want to achieve. And doors are divided simply in curves and straight lines. So here's going
to be an example. We have a simple straight line. And what essentially
anti-aliasing is, is smoothing client. So you can think
of it as basically just making it blurred. That's all there is to it. So you are blurring out the
edges of the line manually. So we can create this
anti-realists effect. So that's enthusiastic,
making something smarter, making a tone smaller, and basically just blurring out the edges of a specific
client on a curve. So how can we do this? Well, it's very easy to do. First, you have to take into
consideration two colors, the color of your line and
the color of your background. In this case, it's
completely black and the background isn't
completely white adjusted. It's a bit easier on the eyes. And anywhere in-between,
we can simply a color and make
anti-alias and the edges. So we're just taking the edges. And that's all you can
see here in the preview. This is the first line. This is the second line. You can see how
the second line is being blurred a little
bit on the edges. You can make this even
like so and so on. If you want to add Pi
LS even a bit more, you again take a mid tone between this color
and the background. And then you make it even smaller with anti-aliasing,
something like this. You can even extend
the line like so. You see the difference between
this line and this line. And just so they are same, Let's just fix the length. There we go. So you can see how this
line is a bit smoother. What you have to take
into consideration again is the color
of the environment. If the environment
is, let's say blue. This doesn't work
anymore because we have to combine black
with the blue color. So now we are going to
take something like a mid-tone and the edges at something even a bit
darker. Let's say here. Now this line has been
anti-alias because again, we have to take
into consideration what is the color next to it. So whatever the color this pixel is kicking,
in, this case blue. This is going to be
our new color, you, so you are basically blending
two colors together. We read out of the way, let's talk about more straight lines. But what if they're angled? So perhaps something like
that or that, and so on. So let me give you
a quick example. So let's say it's something
as simple as this. We can keep on going
and so on if you want. So it really depends on you. So let's take this
same color and tried to apply on
this right here. How would you approach this? Well, because we want to keep this straight line as
straight as possible, we need to dissect exactly
how this line functions. We have sections of one pixel
and sections of two pixel. And those basically
make a ratio of one to two pixels and they keep on going to make
a straight line. The easiest way I can do this is by imagining that you are extending this section one pixel up and this
one pixel down. But because this now
looks a bit jagged, you are taking those
pixels which we have extended and creating
an anti-alias color. That's all as easy as that. So now this is anti-realist. Perhaps we can even
make this a bit brighter if you
want to, and so on. But basically this is how
you would approach it. And just so we have an
easy comparison sake, I'm going to create a
new frame so you can see how exactly multiple different
techniques will function. So this is technique number one. Again, if you want to make
it a bit easier on the eyes, you can color it like so. You can see here in the preview, this is the before,
this is after. It's a bit smoother. So what is going to be the next technique
is quite simple. We are going to combine
these two pixel because this pixel right here
has been extended up. So you're basically stretching that pixel over two pixels. We can make this entire pixel
basically in one color. You can imagine that
this pixel right here is losing half
of its strength, let's say, and becoming
blurred like that. Okay? So we're going to do this on every section that has
two pixels sections. So right here and right here. So if you see here
in the preview, this is the result. So we have the before and after. So there are multiple
techniques on how you can decide and have to
anti-alias specific line. And it will really depend
on the environment. Again, if you change the
color of the environment, we would have to
change the color of our anti-alias color. Okay, So that's all
for this video. I will see you in the next
one where I will show you how to enter alleles occur.
15. 13 Antil aliasing curves: Welcome back. In this video, I will talk about
anti-aliasing curves. So I have shown you
in the previous video how to enter earliest
straight lines. Now, let's talk
about the curves. What we need to think about
at all times is what exactly are we trying to achieve with a specific
anti Alice effect. So if I take a simple
curve right here, something of this nature, you will see that we want to
smooth out the curvature. So you essentially have a
couple of different options. So if I take this same one, perhaps here on the inside, you can even make
it like so let's take this brighter color. And you can also apply
it here on the outside. If you look here in the preview, you will see how this
line is being smarter. It's being blurred
to some degree. Because again, if I just
take the bloat tool, it just dust way too much. We're not supposed to be using this blur tool in the
software in this kind of way. So anti-aliasing is
again, just blurring out. The edges are lights. So in case of a straight line, as I have shown you previously, we can extend those like here. We can smooth out the lines
in-between the straight line. So basically we are smoothing
the middle sections of a straight line or we're smoothing out the edges
of the straight line. And we can do the
same thing here. But if you notice this curve, you can basically
divided into two things. We have the straight portion, which we can apply this
section right here, so we can blur out the
edges in this way. And this middle section, which is the curvature itself, this one we can anti ls again
in multiple different ways. Now, how you decide to do
that is totally up to you, but I will give you one
very practical example. Let's say we have a
circle. There we go. And if you notice this circle has the same size as this one. So it's basically
just this curvature multiply by four times and
we made a circle out of it. So what will happen
if I do this? If I smooth out the
edges on the outside. Well, I have already
warned you about this. But if you make
an object that is around the lithosphere
or a ball, or perhaps a gym. And you enter alias the
outside of the object. If you change the environment, this no longer works
because again, you will have to
change the color of the anti-realists color. So this is why anti-aliasing an object on the outside
really isn't the best idea. So in this case, I will simply
focus on the curvatures. Okay, so let's take a step back and try to
anti-alias the inside. You have essentially two ways, how you can do it
properly and poorly. Poorly would be
something like this. You would try to anti-alias. Basically, Wherever you
will start to curve. This will look
just way too much. Do see how noisy this is. Another way how you can
pull to make it is by targeting these
sections right here. Like so. Do you see how it looks strange? This looks more like
a circle than this. Why? Because this line right
here is the straight line. And if I, again, what I did right here, if I extended down here like so, and simply make this
color like that, this is what we would get. So it's not really the best solution because
if I remove these colors, basically replaced them
with a black color, you will notice that these sections of a
circle look like bulged. They are simply too rounded. Basically, they
become something like this instead of
being nicely curved. So those are two examples
of how not to do it, because right now we want
to target the curvatures. So we want to target
this section right here. We don't want to
target these sections. So what we need to smooth out is exactly this
portion right here. This is the curvature. And how we can do that is, well, simply by targeting these
sections right here. So how can we support them? Simply place them like that? And that's all. So now if you take a look at this specific circle
before and after, you can see that this section
is now a bit smoother. And this is what we always
want to keep in mind. We don't want to
anti-alias everything. You need to be conscious of
what you want to anti-alias. What do you want to blow out? What did you want to
create a smoother effect? Is it aligned if it's
a straight line? This is the approach.
You can take these two. And if it's a curvature, this is also the
way they approach. But again, if it's
something on the outside, this won't work just as well. And yes, you can also
create it like that. The same thing
goes for this one. If the environment changes, you can no longer do that. But if you are creating
icons in a game and you know that there's going to be a very specific
background color. You can also anti-alias
the outer edges as well. So I hope this helps clear up some misconceptions
about anti-aliasing. And in the next video,
I'll show you an example of how to entail is a
very simple object. I'll see you there.
16. 14 Antil aliasing object: Welcome back. In this video, I will show you a
simple example on how to anti-alias a simple
object, perhaps Iraq. So let's create a new scene. We can make the background, Let's say something neutral, perhaps of a green color. And let's just use this default
color palette in S prime, though, you can certainly
use anything else. Now, the way we can create a very simple rock is let's
say something like this. Now we need to determine where
our shadow is going to be. And now if we even want to, we can create an
even darker shadow within this shadow as well. There we go. So this is something
very simple. I will talk about how to create a rock texture in
details later on. So this isn't supposed
to be anything overly complex because I just wanted to target a
few different shapes. So when we entered
earlier something, I have already told
you that if you enter early as the outer edges, if you start creating
anti-aliasing all around, it's going to be too much. Yes, you can certainly
create an outline if you really want this
object to stand out. So that's a completely
different thing. Outlines and anti-aliasing
attitude, different things. Outlines are simply here to
be used as something that is going to emphasize the object
inside of the environment. But anti-aliasing would be
taking this same color. So in this case, I have the
outline of this brown color. And I will try to find middle ground between
these two colors. So it could be something
roughly of this nature. So this would be anti-aliasing if I were to use this same line, let's say on the same position. So this isn't something
that we want to do. So I will go back
to anti-aliasing, but I just want to say that the aliasing and outlines
are two different things. So now let's say I want to smooth out some of these edges. Let's say I have
a shadow like So. Do you see how this
shadow is very harsh? And this may be just
something that we want inside of our rock object. But suppose I want
to smooth it out. There are multiple
ways I could do that. So let's say number one is
like So do you remember these straight lines
where we transition from one color to another
to make it a bit smaller, we can do the same thing
with the shadow tones. So this is the darkest shadow. And the shadow tone next to
it is going to be this one. So we can extend this line. So you can think of
this entire line being the one that we need to
anti-alias in this direction. So we simply take a tone
that is brighter than that, which is going to be
between these two. And when you are
creating objects, you simply use the color
palette that you have. You don't have to
create new colors by blurring out
everything and so on. Use this shelf tone and
extended maybe by one pixel, maybe by two pixels. And that's all simple as that. So suppose you want to do
the same thing here as well. Well, that's how you can do it. Now it looks a bit smaller
than the previous. So if I create a new frame and
just go back a few frames, this is the before,
this is after. So it looks a bit smarter. This may or may not be something that you want,
but it's still here. So now let's try to create a curvature and try to
smooth that out as well. So let's say we
have an example of something like this. Okay? So let's say we think that
this transition between this lighten and shadow
tone is a bit too harsh. If I imagine this is the curve. Again, I want to
target the curvature. So I'm going to target
this section right here. So by doing that on
the outside edge, I create a smoother transition. So how do you create an
anti-realist effect is up to you. This is why I've said
that recognizing a lines and occurs
inside of your object is what is going to determine
which section you want to anti-alias and which section you will
not want to anti-alias. That's all up to you. There's no right or
wrong answer per se. The real depends on what
you are trying to create. So I hope these couple
of tips helped you out. I will see you in
the next video.
17. 15 Color curves: Welcome back. In this very short video, I will explain how to use
color curves to create your own color palettes or rather chaotic red tones
for a specific color. Now a lot of you have trouble creating your
own color palettes. So here's a very
simple guideline. Please pay attention here
on the left side and how we create a specific curvatures here in the color picker tool. So we start here on the
top-left and we start to curve colors like so. So if I remove this and
create something like that, this is the curvature
that we are creating. We start at the
highlight here and we start on the darkest
shadow down here. So that's one curvature
that you can do, just one. And this is usually used
on only one colors. In this case, I'm
creating a blue color. What if you do the
other way around? So we're starting here
on the other side and we're just
creating a seeker. So let's start with
the highlight. It goes a little bit like that. And you can see that this
is a very simple curvature. So something like this. So far, I'm showing you two curves, this one and this one. But it doesn't have
to be like that. Your current can be
like this or like this, or like that, or like that, or like a letter U or
the other way around. So that's basically
all up to you, how you decide to
create your own colors. Some of the things that you need to keep in mind, however, is that if you
create a new color, if this is the highlight
and it's very bright, your darker shadow usually
won't be that bright because while you will
have to stop roughly here. So maybe like reverse letter
J or something like that. And the same thing
would basically go for the other way around
because this highlight, we need to start somewhere up
here because it needs to be brighter than basically
the darkest color. So these are just
a couple of ways, a simple tips how you can
use this as a guideline. Please do not use this
as a specific role. This is only a simple
guide on how to create lighter tones and shadow tones for whichever color
you decide to do. This is another example. Here. I'm not following this. I'm just zigzagging
left and right. So you can see that
I start top left, go to the right,
then go to the left, then go to the right,
then goes to the left. You can see how this specific color palette isn't as balanced
as all of these. It doesn't have that same, Let's say rules set
in and of itself. That is going to help the color palette be
a bit more cohesive. However, look at this. On the left side you
have the color palettes. On the right side, you have
a very, very simple image. And this is what I have used. The same colors on the left side are what are being used
here on the right side. So for the highlight,
we have the clouds. For the lighter tone,
we have the sky. For the mid-tone. We have this entire ocean. For the shadow tone, we
have the flag on the ship, and also here, the
shadows on the ocean. And for the darkest color, we have this vote. So on the next one, this curvature right
here is this one. This curvature is this one. You can see how everything is a bit more saturated
and different. And lastly, we have this one. You notice that even though this color palette is
zigzag and right here, it kinda looks better
than this one. The clouds and sky are
a bit more emphasized. So again, this is a very simple
example where I'm saying, don't take this as a rule, take it just as a guideline. And you can create your own
palettes however you want to. Last example I want
to give you is a very desaturated color
palette like this one. So not everything has
to be very saturated. So if we take a look here, notice how very little movement
we have between colors. This is the same curve like that as the
first color palette. But you can see the
difference in the result. Okay, we have the
same image tone. So if you take a look here, and if I draw this mid-tone
over all of these, this is the same mid-tone, but the way I
created light tones and shadow tones is
a bit different. So again, take this on
as a guideline, not a 0. All. I hope you enjoyed this video. I will see you in the next
one where I will give you a challenge for
this entire section.
18. 16 Challenge 14 Dithering Pattern: Welcome to the challenge
for this section. For this challenge,
I want you to create your own
distinct pattern, but using eight by eight matrix, this is the only one
that I have left out to the videos
because I have shown you how to create
using the grid titles by two-by-two pixels and
four by four pixels. Those are definitely useful and they have a lot of places
in different combinations. But for this challenge, I wanted you to have
even bigger freedom. So eight by eight pixels, this is the last bare metrics in a spread that
you have available. Though deterring patterns can
be even larger than that. It can use matrix by 62 by six then are ten by
ten or six by six. So it really depends on how you want to
create your own words. So this is the last one. You can find it
here in the sprite. And this is roughly how
it would look like. So you can see a very
specific pattern with these stars and
signs of pluses. Let's see. But you can create your
own in this challenge, I want you to really experiment. Yes, you can
certainly start with the simple checkerboard
pattern in the middle, like this pattern did. But you don't have to. Please feel free
to experiment with different lines, with
different shapes. Perhaps in the
middle, you want to start with blocks like that. Perhaps you want to
even make some kind of star shapes like so combined
with other shapes as well. So please experiment as much as your Hartford like and create
your own deterring pattern. That's all for this challenge. I hope to see your submissions.
19. Introduction for Materials: Welcome back. In this section, I will talk about materials and how to study them and
how to approach them, and what makes each
specific material work. I will cover different
styles of foliage, different styles of rocks, different styles of wood, metal, water and ice, as
well as snow, clouds, lava, clothing, dirt,
Jim, and the glass. At the end of this
entire section, I will also give
you a challenge. Let's have fun, and let's go.
20. 1 Foliage Style 1: Welcome back. In this video, I will show you how
to create foliage. And this will be a series of videos because right
now we are starting to study materials and this will be only
style number one. This will be the hardest one. So this video will also
be the longest one. And as we progress
further along, you will see that the same
principle of maybe what is more complex foliage
style can be applied also on
more simple styles. So let's jump into it, and this is going to
be our starting point. Let's talk about
the color palette. You can see we have
seven colors here. If you notice here on
the color palette, this is an S curve, which I haven't talked about
in color curves videos, but it's also one
of many colors, as I've said, please experiment. So we have completely
black color. Then we have a shadow tone, and we keep on going and
going and going and going. If you also want to replicate
this same color palette, take a screenshot from this video and you'll
be able to do it. So this is basically a very aggressive S-curve,
something like this. Now let's talk about the shading and what is going to
be our starting point. Personally, I think
it's always best to study materials and
a spherical shape. Why? Because sphere is usually the most
difficult to shade. So if you know how
to shade something or create a texture or
something that is rounded, you will most
certainly be able to do it when it's completely flat. But if you only study on flat surfaces like
cubes and pyramids, this doesn't mean
you'll be able to do it and rounded surfaces. So this is basically the light source on
the top left corner, and this is what we'll be using
for most of the textures. But for foliage, I decided to go with this with a
top light source. Why? Because in games, we usually create foliage with a light source
being above it, not to the side of it. This is most commonly used. So this is, I think the best approach for teaching
the basics like this. Now, let's start texturing this in a foliage
style number one. This one is going
to be randomized. And by that, I mean, we have a random sizes of leaves and you'll see how
all of those overlap. So let's start with very simple. First of all, not to
over-complicate it. I'm going to erase two colors, and we'll add those later
on in the next video. So now we have only five
colors to work with. Let's start with
the shadow tone. First, we need to replace all of these colors with
these five colors. I also replaced the outline
in the shadow tone. Then we have this shadow tone, not the darkest one,
but the next one. And we can use this one
for reflected light, but also we can use
it for this midtone. Or if you really want to, you can simply use the
midtone for this one, and then the light on here
and then the highlight here. But because we want to keep the highlight
at the very end, because highlights
are usually used and only few pixels, not too many. So we don't want to create
this highlight up here, so I will erase it by replacing it with
the lightest tone. Now we have our base from which we can
start to work with. Let's start from the bottom
to explain simple concept. And then I will start from the top all the way to
the middle section. Now, if I take a look down here, you will see this reflected
light in order to implicate leaves or foliage and
stuff of similar nature, which is usually
bundled up together. We want to create patterns. We don't want to be drawing every single leaf and
adding details on top of it because
at this resolution, we simply don't
have enough space. I will be showing you in later
styles with larger leaves. So please be patient until then. So for now, we will
start very small. Now, imagine that you are simply creating patterns that
are going to repeat, and those are basically
going to be our lives. So let's say we have Tetris,
maybe sampling of these, maybe in the opposite way, perhaps something like this. And the more we go to the side, the thinner the patterns
are going to be y because this is fear,
sphere is rounded. So if you notice this section of the sphere is closest to us, because this top section is
a bit further away from us, it's being rotted away from us. So if something is very
thick in the middle, as we try and start rotating
it to the side of the cube, is going to become
thinner and thinner all the way until it's
only one pixel wide. Of course, that doesn't
have to apply everywhere because leaves have the grove
in nature are very random. And again, we don't want to be drawing every individual leaf, but rather we want to focus on the overall bundle of leaves. So let's start by erasing this section where the
reflected light would be. And we're simply
going to draw some of those patterns that
I've talked about. And those are going
to be down here. They can be a bit
thicker in the middle. We can extend this a little
bit because remember, leaves in nature are just
like that, very sporadic. And as we go and rotate upwards, we're going to have thinner
and thinner examples of these patterns. And we don't have to order it. You can definitely repeat
the patterns if you want. Those can be like maybe
only three pixels, maybe only two pixels, four pixels, five pixels, six pixels, and so on. So those are all up to you. Have fun with it, experiment
and see which one. Do you think looks
the best for you? And remember, since we are
simply studying a material, feel free to emphasize
certain specific portions of this entire sphere so you can erase the outline or you
can extend the outline, which we'll talk about
more in the next video. Since this is a spirit as
I've talked about before, I want to focus the
attention here. Because if I look at
the side of the sphere, this is going to be
the closest to us. So I really want this to
have the most attention. And because the light source
is coming from the top, I can extend it a
little bit like so. So this is where the most
details are going to be. These sections right here. Basically, everything
else except this middle portion is
going to have less detail. So I won't be adding
as much lights and tones specifically to leaf. So now that I have done this, let's start from the top all the way to the
middle section. And why am I doing this? Well, it's practical
because if I create a leaf, Let's say this is
going to be a leaf. This leaf is going to create
a cast shadow below it. So you can see this
entire bottom section is completely dark. And let's say I want to
recreate this same leaf. But on top of it,
look what happens. This same leaf is going to cast shadow again on
top of this leaf. So in order for me not to waste time and basically
drawing a leaf and then drawing on top of
that leaf and so on and so on all the way up until the
top portion of the sphere. Well, I'm simply
going to start at the top and then I'm going to start creating leaves below it. Now, you can use whichever
approach you think is best. Please try both of those out. So for now, I'm going
to start from the top. That's the basic reason,
simply to save time. Now let's imagine we have a
couple of leaves extending, let's say, from this
route, if you will. Let's say this is
going to be our lives. It's a big giant leaf. And because I don't want to create too many details on it, I'll just use this shadow tone, which I also have used
here as a reflected light. This share of torque
can also be used here, which we will be using. But here on the top, Let's use it like so. Again, there is no
right or wrong. Because leaves are very, very random in nature. And we can replicate
this same style of leaf perhaps here on
this side as well. Just to give it a
bit more volume. Okay, there we go. Now let's
start looking downwards. Suppose we have a big giant leap here, right in the middle. Maybe it's something
like like this. Okay, Nice. This is one giant
big leaf I want to market so you can see
it a bit more clearly. So this is the leaf, okay? By itself, it's going to
cast shadow below it. And to decide maybe not
even this one side. But if I want to
separate the leaves that are going to be next to it,
this is one way to do it. So now, imagine there's
a leaf right below it, perhaps something like this. There we go. Now, if I just replace
these colors with, let's say the shadow tone. Do you see how
those become lost? So I have to be very careful. I like to create outlines
around the leaf below it because I know
this leaf is going to cast shadow below it. But also because I know there is going to be leaf on top of it that is going to cast
shadow this specific leaf. So I'm basically creating
an outline for this leaf. Then I can go back
inside and create shadow tones and even
lighter tones like so, which we'll come back to later. Now, these are
already highlights. If it's easier for
you, simply try creating and outline
for our leaf, then start to shade it. Now we're starting to use
this higher contrast shadow because this is the darkest tone that we have
currently available. And if you want to soften up this cost shut up
just a little bit. You can basically just make
it one don't brighter, like here, you see. So what is maybe below is
going to be completely dark. And what is to the side can
maybe be a softer shadow. So maybe this brighter
tone, this one. Now what I want you to do is I'm just going to
repeat the process. So I'm going to imagine leaves being bundled up perhaps like
so this isn't one gently. Maybe we have one leaf here than one leaf
here then one of here, but I'm going to bundle
them all together because I have only few
pixels to work with. I don't have to emphasize
each and every single one. Just like I didn't hear, this may look like
individual leaves. Imagine how this
one is big because this one is in the center and
will have the most details. This will basically
set the tone of how large the leaves are all
around this entire sphere. And because these are smaller, this will implicate
that we essentially have bundled up
leaves together in all sorts of random directions. Do you see how this
one specifically is hidden below this one
and above this one. So this leaf is below it and
these leaves are above it. So this one tiny pixel is also
a leaf, again bundled up. So don't overthink it
and simply go with the flow and try to create what kinetic
is the best for you. Again, for this sides, I don't want to have too
many details because I want my focus to be on
this middle section. And in order to save up
a little bit of time, I will also cut this right side of the sphere and replicated
on the left side. We'll go from there once I
finished this right side. Now that I have gotten to
this point right here, I also want to create some leaves right
below this section. Maybe something like this. Now this isn't the
reflected section. I want to keep this to separate. So I will erase just a little
bit of this because I want to keep in mind that this is the reflected portion
with the reflected light. Okay, there we go. So
now you can see how this right side looks a lot
different than the left side. As promised, I will take
this entire right side, copy-paste it, flip it around horizontally and connected
down in the middle. Now please, you don't
have to do this. You can simply go and
keep on working on this. But because this is an
instructional video, I want to keep it as short
as possible. And here we go. This is what we will have. Now in order to create some
asymmetry because in natural, very readily find something
that's symmetrical. Because this can very
easily become something like a scale of some sorts. So in order to not
to confuse this, I'll take this largest one. And I will replicate it
also down here, just below. And perhaps I will erase the
top section because remember that we also have cast shadow
from this leaf above it. And now let's try to
fit it in like that. There we go. If you want to go, you can go back inside
and fix it a little bit, but not to overdo it. There we go. Now, the fun part
starts right here, because right now
everything looks a bit blended like a part
of some background, which may be exactly something
that you are looking for. But I will create a new
frame where I will start introducing the last portion and that is going to
be the highlights. Now, each of these
leaves is going to receive a little
bit of highlight. And again, I want to focus
those and these leaves in the middle. So here we go. Since we are also adding some highlights on these
leaves in the middle, we can also add a little
bit of highlights here. And this side leaves as well, but we're not going to
be using the same color. You're not using
the brightest one. We are simply using
1to1 brighter than whichever liked the
tone for this one is, in this case, the brightest
one will be this one. For this live at the side. The next brightest
stone will be this one. And so on. These
ones at the bottom, if you really want, you
can add just a little bit. Don't overdo it because these
are only supposed to be the reflected
light. There we go. If you really want, you can add some light on these
leaves behind as well. But I think they take away from the focus here
on the middle. So I'd really like to use those like in the
background, basically. Perhaps even an editor, a little bit of this
darkest shadow as well. There we go. So
without highlights, this is how it looks. With the highlights. Look how it now it looks, it looks a lot brighter. Now, this by itself isn't
all the way finished, but I think this is
enough for this video. So the key points
to take away for this video are start
with a basic shape, in this case sphere, shaded with a specific light
source in mind. Then apply your colors to it. Try to look for specific ratios which you will be
using as leaves. Then try adding more
and more details. Then start atop, create
some leaves and work your way all the way to the middle or wherever
the shadow Tony's. And use less details
in the shadow. Because if they populate the shadow area with
too much details, everything is going to blend. So we want to create details
where you can see them. Think about it in real life. If you are in the light in the room and you
can see everything, you can see a lot of details. But if you switch off
the lights in the room, suddenly it's dark
and you can no longer see so many details. In fact, there's a lot of
it that you cannot see. This is the same principle
that if want to apply here. So whatever is in
the shadow will have less details. And Velez details. I mean, less patterns
and also less colors. The same leaf that is in the shadow may only
use one or two colors, but this leaf in
the light may use maybe four or five or
even six or seven colors. So that's the important
thing to also remember, and remember to also break away a little bit
from this silhouette, which we'll be working
on in the next video. So that's all for this video. I will see you in the
next one where we will work even a little bit more. And this is specific sphere.
21. 2 Foliage Style 1 details: Welcome back. In this video, I will
talk about how to render the foliage
even in more detail. For now from the previous video, we have this nice sphere
which you can also look at all times here in the preview
with only five colors. But remember that we have
started with seven colors. So I will repopulate the color palette with
these seven colors. And now I will add
the highlight to this section's all
the unfilled pixels. I don't want to overdo it again where the highlights were. This will again be an
even brighter highlights. So we can also
brighten everything up by one or two steps
if you really like. So maybe something like that. There we go. Same goes for these
on the sides. I want to avoid too many
single pixel highlights. Because if I just place one
pixel highlights all around, it's going to become very noisy. If you sit here in the preview, I like to remove those. And if I can, I like to use
two pixels for highlights. If I really cannot help it, maybe I'll use just
one few places, but generally I'll
try to avoid it. Now we also have the
black on the darkest one. This will be the
ambient occlusion, and this may even happen
on few places like this. You can randomize it. You don't have to
be overly precise. But do you see in this
section over here, which basically I'm only shadow. Now here we can start to play around and give it more volume. And because we have
higher contrast between these two colors, this entire image will appear
to have more volume because the shadows and lights
are what creates the three-dimensionality
of a specific object. So here we go. And we also want to edit a little
bit on the bottom as well. Okay, Now let's start
breaking away from the silhouette because
remember, this by itself. Looks okay. But because this is foliage, now we need to create some, maybe some branches
or leaves that are sticking out to the side. And we also want to
break this symmetry just a little bit. So this leaf on the top, Let's make it a bit smaller, perhaps something like this. Let's make this a
bit darker as well. Maybe we have a leaf
sticking here at the side. Like so. Perhaps we have a vine coming
all the way down here, maybe even being
rotated like so. And another while
maybe like that. Perhaps they even
connect in some way. We can do a similar
thing here as well. Perhaps this one is
spiraling around. Because remember, this may be something that
you want to create. This May 1 even catch a
little bit of flight. Same goes for this one. If you want to give it
a bit more volume and more attention, you
can certainly do. So. Let's extend all of these
a little bit more doubt. Again, extend this a little
bit extra to the side. And you can play around. You
can be as valid as you want. Because this is
really all up to you. There we go. It's very
quick, easy to do. Adding details later on
is very easy because you are basically just
creating something. So if you have a good base, creating something else
or can be quite easy, I think these shadow tones
or bits to connect to. So let's try to create some of those patterns with leaves, with this shadow tones as well. I think this will be just fine. There we go. It already
looks a bit better. Now you can keep
playing around to break the symmetry that we have
talked about previously. And how much you want to invest
into this specific point. Because remember, I have
flip this image around, so we don't have
as much asymmetry, but you can certainly keep
working on it if you want. So we have the before and after. So just adding two extra tones, highlights and
only a few places. Black color as the
darkest details, basically the darkest shadow
of the ambient occlusion, maybe adding some extra volume, but adding some random leaves
and vines to the side. Look how it looks like. It looks way better. It has much more volume. And perhaps if I wanted to make this in some
kind of a monster, perhaps I can make this, let's say eyes of some sorts and make
everything here darker. You can already see how
it might look like. Maybe it's even smiling funnels. Now remember to have
fun, that's the, basically the main
thing of trying to say, okay, so this is all when it
comes to style number one, this was the most difficult
one and certainly the longest one when it comes to the amount of time we will have to watch, at least for the foliage videos. So let's move to
the next video with another style of foliage.
I'll see you there.
22. 3 Foliage Style 2: Welcome back. In this video, I will show you how to create foliage in style number two, which uses bigger leaves, bigger, more defined leaves. Because in the previous style, all of these leaves are so
bundled up together and kinda unrecognizable with all
of these vines and so on. So in this style, I want
to use a larger leaves. The first one I'm going to do is basically use the
previous style is a base, but I will remove
all of the details so we can start
pretty much fresh. Now. I will clean up the edges
just ever so slightly. There we go. Now we can start working on our style number two. So first is always, I want to divide this into two sections in
light and shadow. Roughly down the middle. This will be our base. If I really wanted to, I can start with
something like this with two shadow tones basically and start adding light on top of it. Because if you remember
from previous video, just adding light gives
us so much more volume. Let's start working on
those bigger leaves first, how do I want to approach this? Well, since I already
have a shadow tone here, I want to approach this
a bit differently. The shadow tones are here. Now we can start working
on bigger leaves. Let's create the biggest
leaf of them all, just like we've done
in the previous video, which is this one in the middle. And we'll take this as
a base of some sorts. So let's say this is
our biggest leaf. Below it, I want to have a clearly defined cast shadow
using the darkest tone. Now, from this leaf, I can start shading that
live in more details. I'm basically leaving the
shadow tones or the mid tones, one pixel thick
here at the edges. Though, I can certainly break that rule in cases like this. So I'm not just going
to create like that. I'm giving myself
some free space to interpret this live
how I want it to. There we go. And without
adding highlights for now, we will keep those. Later on. I want to start to create
more leaves as well. And for this, I'm going to use this light tone to determine
the size of our leaf. And remember we're
creating bigger leaves. So this one is quite big. And again, Sheraton below it, Sheraton around it and above it. Then some shadow on some
of these sections like so. Again, very exactly want
to place those shadows will be up to you
if you want to add some texture to your leaf, like those veins
down in the middle. You can certainly do so. But for this style, I
will leave them out and maybe I'll introduce
them in the later video. Let's talk about these
leaves on the top. Maybe they're a bit brighter. Let's say like that. If you remember those two leaves that I have created
here on the top, I've tried to replicate it does because I think those just look cool when it comes to
presentations of this nature. Now, I'm experimented
with the cast shadow. You can see that
the cast shadow is right below this specific leaf. But here I have a shadow
tone before the cast shadow, simply because I wanted
to see how it looks like. So remember to experiment. Don't just copy a
specific style, because if you copy
somebody else's style and not to try to
create your own, you will never be able to
create your own style. But if you really
like someone's style is certainly a good
starting point to study it and try to create something
of your own later on. So now let's keep on going. I want a bit sharper,
leaves, like so. And now I'm just going to
quickly run this through and see what type of
leaves I can get. But this process is very
simple, as you can see. I'm basically just
targeting the cast shadow, creating a leaf out of it and
creating some sharp edges. And you can already see that we have to cast shadows here. So I know I can place
my leaf right down in the middle and I can even
extend it if I really want to. There we go. Now because two of these
leaves are the same height, I want to emphasize that this layer is
on top of this one. So I will actually erase a little bit of
this leaf below it. Now this one, since
a top of this one. This is something
that you can do in multiple ways if
you really want to, again, that's totally up to you. I'll go back on this one and start shading
everything else as well. Do you see how we have
bigger leaves than before? Now, if I want to
create softer shadows, I can certainly do so
between specific clips that I think there's just a little
bit too much contrast. Here at the side. I
also need to create, introduce some extra leaves and I want to keep them sharp. This is a very simple
style where you are essentially creating just
straight lines like so. And just creating a leaf of
straight lines, nothing else. Basically a rectangle
of some sorts. When it comes to this
side leaves and you can create a whole style
based just on this. Trust me, it's. Easy and user-friendly to do,
especially for beginners. But because we are
starting to slowly move towards more
advanced sections, I want to make sure that we have at least multiple
styles under our belt. Because when you start to create high resolution
backgrounds and images, I want you to understand
how those textures work without me having to
explain every single step. Because then if you
take forever, trust me. Again, we are extending the leaves a little
bit to the side. And if we instead them a
little bit down as well. Because these leaves
are very triangular, very rectangular, if
you will, but angled. We can also create few of
these now here as well. And we can make them
larger because remember, these leaves are indeed larger
than the previous ones. And as they go towards the side, they will become
thinner and thinner because this is in
the atmosphere. You can break that rule
every now and then. There's no problem.
Okay? I think this is generally a
good starting point. Perhaps here at the side. I want it to be a bit
more muted and tone down on these leaves
to be a bit darker. Same goes for this one. It's a bit too
bright for my taste. And the sides. I want more
details here in the middle. So perhaps couple of these leaves in the middle
would work wonderfully. Yes, I think this will
work just as well. And perhaps just a couple of tiny leaves here to fill in
this empty space there again, because this is shadow, we
can simply leave those out. But I really like to see
a little bit of extra, just like so. There we go. Now on top of this, I want to create highlights and for that, I will use my brightest don't, and that will be this one. This is exactly what we'll have this entire image again,
pop out a lot more. And I will only use it on
these brightest stones. Like so. I'm only targeting this space. I'm not going to
use highlights and the shadows only
within the light. And for these ones below,
this will be enough. I don't want to introduce highlights there
as well, though. If you want, you can
certainly do so, but try not to overdo
it because again, as I've said, creating
single piece of highlights usually doesn't work the
best and foliage like this. So if you really want to use at least two or three
soo created that volume. I will ask select. I like to add a little
bit there as well. And this is the before
and this is after. So this is very simple to do. We have multiple leaves with multiple styles and we just
go around and do those. This is a bit more
straightforward than the last one because these leaves use very
straightforward angles. So you can see that all of these are basically
just straight lines. This is how we determine
the overall shape of the leaf with some exceptions here or there to
break the symmetry. Okay, so that's all
for this video, for this style, I will
see you in the next one.
23. 4 Foliage Style 3: Welcome back. In this video, I will show you how to create
foliage style number three. And this one will have the
biggest of all leaves. So it's something quite
useful if you want to create a very close-up shot
of a specific plant, okay, now, how am I
going to do this? Well, this time around,
I'm going to use something in a
sprite under View, you have symmetry options
and you can click those on. And now something
we will appear here and this is what will happen. This is basically symmetry
option in a spreader. You can certainly use
it in other software if the habit and this basically replicates whatever I draw on one side to the other. If you don't have this
specific case pry tool, what you can do is
simply draw 1.5 of it. And just as I did it
in the first video, you can just copy, paste it, flip it around and you'll
get the same effect. But because it's
easiest to do it like this and it saves
a little bit of time. I will do just like that. So what I will do right now is create an outline
of a specific leaf. And remember these are
going to be giant leaves. So I want to make sure
that I tried to capture as much simple details as
possible. So let's go. I want to keep it straight legs. So because this will
be a giant leap, something of this specific
shape I'm thinking about. So I'm thinking about
how far I want to go with this
specific leaf shape. I have to zoom out or look
here at the side a little bit. And let's see, I think
this should be enough. Maybe something like
this. There we go. So this is going to be our leaf shape,
basically the shape. And because we wanted to
have in the lights don't like so now you can
see how it looks like. We can also make
some extra lives here in the middle
because right now we have plenty of extra
space that we are not using. So let's try creating a
little bit of those as well. Okay, there we go. And
now I want to turn off the symmetry option
because right now it looks way too symmetrical. So I want to offset a
little bit of these, perhaps this leaf on the right. I want to offset it
down just by one pixel. That's totally
enough because we'll introduce more
asymmetry with shading. And I also want to
do the same thing here because I'll erase a little bit of this
leaf right here and maybe just place it
one pixel down as well. This already creates
the symmetry because we have a consistent
size of leaves. And we also have some asymmetry like we would find in nature. Now, I also want to introduce maybe one middle ear because I really love
to create a dose. So because these leaves
are very elevated, I want to think about how
this is going to turn out. And I think this
will be just fine. Okay, so we have one leaf right here in the
middle. There we go. We have five leaves. Now how
am I going to shade this? It's quite simple. First, we already have the darkest shadow and
it's already in place, so we don't have to do
anything with it just yet. Now I'm going to take
the shadow tone, which is one-to-one
brighter than this one. And I'm going to start
to shade all of these. First, I want to shade it a bit darker
here near the stem, at least when the stem
would be if they had it. This is basically going to
create a transition from this darkest shadow tone to this brighter portion to
this brighter portion. And finally in the light,
Let's do just that. Now I'm going to repeat it with the midtone and also with the mid tone
because this is the transition that
I was talking about. I'm going to create a little
bit of shadow on this leaf. And this inside edge. Same goes for this one. Now, if you remember those winds that I've talked
about in the previous video, this example, we can
create those legs. So now a common mistake that I see is trying to
introduce too many details. Because if I try to create this vein from this leaf
right down the middle, like so, it looks just too much. I only want to imply it. I don't want to draw completely
everything about it. So even this is
completely enough. Do you see you don't need too many details
when it comes to creating something
of this nature. Okay, there we go, and I'll try to replicate the same thing on
this leaf as well. Again, I'm implying a texture because even this vane inside of this leaf would
become thinner as it travels to the top of
the leaf down here. Okay, so just something
to keep in mind. Again. First, we take care of the transition from
the dark to light. We introduce a bit of shadow. And there we go. I think this is totally enough for
this specific leaf. And again, just
implying that texture. I don't want to overdo
it. There we go. And so far, so good. Now to add highlights, you can imagine those being as a ring around this entire plant. So wherever this plant is
roughly in the middle, this is where we can
place our highlights. And I went to
create a new frame. So you can again
see the difference between highlight and
the null highlight. Because these two
connect like so. I like to apply this texture like so because
this vein right now, it looks a bit too dark because I don't want
highlights to be touching this
darker section like so basically surrounding it, even though this texture, I want to make it
one-to-one brighter so it doesn't break away too much. Because you can see
that your brain recognizes that this
section right here is going to be basically
that vein from this plant. And I can do the same
thing if it's runs. That's why I don't want
to do here in the middle. Similar thing. If it's
being surrounded entities, I just remove it like so. And because this
one is way below, it's not going to be
part of this ring. But still, I want to place at least a little bit of
highlights here as well. There we go. So this is going to be before highlights and adding
some highlights. And again, as a final step, I can add some of these leaves
in the darkest shadows, basically using this color. And this will again add more
volume to the overall image. And remember these leaves are
completely in the shadow, so they will not receive the same treatment as the other leaves because if they
are in the shadow, they will receive less
details, meaningless colors. I want to make sure
that on the outside I have this darker tone. There we go. This is the before highlights and
some details in the shadow. And this is after.
You don't need more than that, trust me again. But if you want to experiment, feel free to do so you can add some extra details and so on. But personally, I
like it like that. So that's all for this
style number three, when it comes to foliage
with big giant leaps. So far, we have covered
very, very tight, randomized with vines
type of style than we have with some straight,
sharp, big leaves. And now finally we have some
rounded, even larger leaves. So there's plenty of style of
foliage that we can create, and I will cover two more. So I will see you
in the next video.
24. 5 Foliage Style 4: Welcome back. In this video, I will show you style
for, of creating foliage. And this time around we will be using this fear as a base. And now look what I will do. Quite simply. I will again erase these gray tones and
replace it with my colors. Just a sucker done previously, but this time around for
these three tap tones, I will use this a lifetime. I will keep the highlights and the mid tone or this shadow
tone depends how you use it. For other purposes. I also want to keep everything separated cleanly so I will
not be using any outlines. Changed the styles a little bit. And on this bottom section, I don't want any
reflected light at all. So we'll have a nice gradual transition
from light to shadow, just like we usually have in
games, perhaps some tiles. So now that we create
that other way, let's start working
on our leaves. In the previous videos,
I have talked about leaf patterns and
this time around, you can think about those again. So think about how you can
create interesting patterns and how they will curve as we go to the side of the sphere. And now I will start
working on those. So I will take this light
on and simply extended down a little bit where I think we will roughly have
this entire lives. So what you see right now is
not what I'm only drawing, because right now I'm thinking
about multiple things. You may see that I have
only extended this, but she pixels down, but
this isn't the only leaf. This is what I'm
thinking about when I tried to imagine that leaf. Same goes for these ones. This is going to be the leaf. So try to imagine it
before you draw it. I know it can be a bit tricky, but once you get used to it, it's going to be very, very easy and quite
fun to do it. In fact. There we go. Now let's keep
on going on this other side. Okay, now I'm going to take a shadow tone which is 1to1 doctrine that this one
which is also the midtone. And I will go over these and
in-between these leaves to make sure that the shape corresponds to what I
previously wanted it to. So you can see right
here that I just needed to extend this
pixel one down extra. Finally here at the side, we need to make it just
ever so slightly smaller. There we go. So I quite like how
this turned out. But there is also one
thing that I will want to basically fix, but we'll get to that
in just a few moments. So if you want to
save some time, you can definitely
take 1.5, got it, flip it around and put it
together or simply use this vertical tool for symmetry. But this time around, I
won't be using it because I think this style is very simple
and quick to do anyways. So we don't have any need to try to save some extra time when it's really not needed. Alright, there we go. So do you see this curvature
of the sphere? I think it's just a little bit too flat down the middle because these three leaves are
basically at the same height. So I want to push this one, just one pixel down, just so we have that curvature
a bit more emphasized. Okay, there we go. So we are already most
of the way there. Now, I want to create another
layer of these leaves, bill of these ones. Then we go, but
this time around, I'm going to use
everything 1to1 darker. So you can imagine
these leaves will be overlapping and above
the leaves below them. So we have used methadone
to create this shadow. So in order to create
enough space in, within this limited
color palette, I will be using this
shadow tone to create cast shadow only on the buttons
sections of these leaves. So I will keep this
midtone above it. If you remember the
anti-aliasing effect, this is exactly a place
where you could use it. Now we have placed below vary. We can use this mid tone to
create leaves below them because if I have left
this shadow tones, the cast shadows the same color, the sake of the blend, I don't have enough
space for them. And now there are basically two ways how we can go about it. You can either target space
between these leaves, so something like this. Or you can target the
leaves themselves. So basically directly
below of this leaf, you are creating another one. Whichever way we want to
go, you won't be wrong. Both options will work just
fine. This time around. For the cast shadow, this function right here. I will be using this darker
stone which is already here. So I don't need to use this
dark tone here as well because this will again messed up with the
perception a little bit, because we are using the same
color for the cast shadow, for this bright leaves and
for these dark leaves. So we also want to use
everything 1to1 darker because the color of
the leaf is darker, the cast shadow will
also be 1to1 darker. It's quite a simple concept, so I hope this brings
it a bit more together. Let's say to be a
bit more cohesive. We are adding just
these lighter tones to bring it more volume, just ever so slightly. Now in this darker sections, I want to create some leaves
using this shadow tone. We are almost there
when it comes to this entire piece,
this entire style. So you can see how simple it is. This one focuses quite a bit
on the shapes themselves. And basically creating this, let's say sort of a
hairstyle to some, to some degree, if you will. Now, let's talk about
this upper section. Do you remember how
I like to always to create those two leaves on top, but I'm going to do
the same thing here. But it's going to
be a bit different. So I'm just going
to emphasize that the possibility of
these leaves are like, so that's all I don't
need more than that. I'm not going to
render them out in more details as I
have done previously. Again, if you want to add
more details from the shadow, perhaps indicate a leaf or two, you can certainly do so. And now we want to
create highlights, which is going to give
us the highest volume. And for that we are
going to target these leaves on the edges. And we also want to angle them
a bit towards the middle. And again, you are imagining a ring around this
entire section. This is where the
light is going to catch the most and those
are the highlights. So you can see how
the highlights in big slot as it just a bit differently than
in traditional art. Though again, if you
simplify that the highlight is simply the brightest
section in the object, that works just as well
because it actually is. Okay, so there we go. This is quite nice and simple
and easy style to do. You can see that it's quite different from
the previous styles. And this type of
style I might be using in perhaps let's say, some kind of a tile which
I'll be showing you in the last video when it comes
to the foliage examples. Okay, so there we go.
That's tile number four. I will see you in the next video where I will show
you the last and perhaps the fastest way to create foliage.
I'll see you then.
25. 6 Foliage Style 5: Welcome back. This
video is going to be definitely the fastest when it comes to creating foliage style, because it's very,
very simple to do. This time around. I'm going to again,
use only five colors. Again, you can always add
more colors and more details. Justice previously
are simply prepare this entire surface
and now look at this. For this, you will either need a sprite or you will
need a lot of patients, whichever one you
want to choose. So what we are going to do
is create a simple shape, which is going to be our brush. So let's create a new file completely and we will create a simple
brush inside of it. So these are going
to be the leaves. So if you imagine the
patterns of leaves, this is essentially what we
are going to create here. So perhaps one leaf
is going to be here. Maybe one is going to
be here on this side. Maybe one is going to
be here on the top. It's going to maybe
be a bit thinner. And maybe let's say one is here. Now from this we are
going to create a brush. So we select the pattern
that we want to create. And as I have shown you
previously, press Control B. And now you have this brush available to basically replicate this pattern in whichever
color you want. You have three options. For this one, I will use paint brush so we can paint
it however we want to. Now, one thing to
note is that if you don't have this
option in a sprite, then you will have to
basically just copy, paste this on top of each other and try
to replicate like that. But in that case
it's no longer fast. This technique basically
only applies if you have either a Sprite or some other software that
can use paint brushes, basically custom paint brushes. Okay, so let's say that we
have created this pattern. Let's use it just as well. Okay, So these are way how we
can do this is simply pick the darker stone picket few times simply to
create the silhouette. Then within that, you
can take one tone brighter and use
it and few times. Be very careful not to overdo it because the light is
coming from the top-left. So basically like this. So we want to make everything
brighter in this area. Then pick again 1to1 brighter. Use it a few times. Do it again for these leaves. And then finally, use
a couple of times, maybe three max,
and there we go. So you are basically
doing the same thing that we have done previously,
but automatically. So you are taking the
leaves and the shadows, and you are placing the leaves in the light on top of them. And that's all. This is very fast start to do. And now that everything
has been layered, now we can go back inside. And if you want to play around, you can refine it in, in a sense, if this
is something that you really want, and so on. But basically you can see how this style is very quick to do. And depending on
how your brush is, you will have different effects. In this brush, we
have four leaves. You can have one leaf to
maybe a dozen. Who knows? So please experiment
with this style. If you have a sprite, it's
quite easy and fast to do. And it's excellent
for prototyping. But again, if you want
something more refined, you will definitely have
to go back inside and refine this entire
foliage as is, because we are pixel artists
and we wanted to target specific pixels and make sure everything is in
its proper place. Okay, so that's all
for the foliage. In the next video, I
will show you part of this foliage styles that I have created so far can be
used in perhaps a game mockup. I'll see you there.
26. 7 Foliage usage explained: Welcome back. In this video, I will show you a few
simple ideas that you have to keep in mind when
you are creating foliage. So I have shown you five styles. This is Stan number one,
basically expanded. Then we have style number
two with more details. We have Stan number three
with even a larger volumes when it comes to the leaves
that he has done number four, which is very nice, neat, mostly soft style. Then we have Stan number five, which is the style, which
is a very quick to create. If you have a software
that is capable of creating custom
paint brushes, let me give you an example
of this specific one. I will take this entire
middle section it out, and create a new file. And let's say the
height is 32 pixels. Maybe the width can be, perhaps let's say a 160, and the height can be any
something a bit higher. So let's say 96
should do just well. Now you can see
this foliage here. Now I will fill in this bottom
section with this color. And now I also want to fill this top space
just a little bit. Now I can take
this intersection, use it as a paintbrush. And I want to make sure I
align it to the source. There we go. You see how this
style is nicely. Now, I will use this to
create something below this. There we go. You see how nice this looks. This is a very simple style. How you can create a nice foliage or grass when
it comes to creating tasks, perhaps for a
platformer or maybe even a action
platformer and so on. Now what about the other styles? I will omit this style. The last one, the
fifth stuff because this is the easiest
one to create. And I want to focus more on
this one because the concept behind them should
be quite important. So let's talk about this one. You can see that these leaves
are kinda the middle size, let's say the medium-size. And I want to create
a background, let's say for this entire piece, Let's say this should be just fine then on a layer above it. But between these two, I can create this. If I take this, let's say foliage and use
it as some sort of a bush. You see how nice it looks. But because the highlights and this entire foliage
are so bright, they are the same brightness as the highlights on
this platform or here making the whole concept
of space a bit distorted. It's like it's a bit
too close to us. So what we would want to do is erase these
highlights completely. Like so this is exactly why I have created
something without highlights and width
palettes because it gives more volume and it also gives us the sense that
it's closer to us. Now let's use this as
an example and simply create maybe like a couple
of these in different sizes. I think this will be just fine. Now suppose I take this again. But I created another
layer behind this one. So you can see then we also
again have to remove and darken it everything by
one extra shade or tone. There we go. So now just see how
this blends in behind, simply because it
uses less Carlos. So we have less details creating the illusion
that it's further away. So now suppose I do
the same thing again, and I use only the shadow tone. They can that one
out of the effects. So let's redo it like so. But you see we are also creating the
atmospheric perspective, while at the same time creating details where
they're not needed. If you create too many details, like in this example right here, where it has too many
details, It's too bright. So it means it should
be closer to us. But the less details suddenly
has further away from us. It should be just
like in real life, you can see details only
if you are up-close. If something is too far away, you cannot see those details. Now let's talk about
the final one. And that would be this one with the largest types of leaves. If I take it and create a top layer which is
going to be closer to us. You can recognize these
leaves and you can also use it as such because
they are closer to us. Because these leaves
are very close to us. They can be bigger. If something is far away,
the leaves are smaller. But again, it also depends
on the species of the plant. So if a specific plant
simply has a giant list, then you can use them like that. There we go. If you want to
place this specific plant, maybe a couple of
places like this one, perhaps on the edges.
You can certainly do so. Now we have the foreground, we have the mid ground
where the player is. And if you had the
background, I'm not going to create anything
wearing behind, but you can create something if you were
a little more too. There we go. A nice simple scene
using only foliage, and I think it
looks pretty nice. So what's most important
about all of this is to remember when you're
creating foliage for our game. Threat to think about its usage isn't going to be
in the background. If so, don't use
too many details. Use as little detail as possible simply to
convey the message that, yes, this is some
sort of a bush. You can understand from these simple shapes that
yes, these are leaves. You don't want to be
wasting time when you are creating
games or art for games and unnecessary details because you are wasting time
and also it won't look good. That's all I wanted to say. When you start the foliage study in as many details as possible, started an up-close
study in a far away. But when you are creating
such a football game, think about where exactly in the game is going to be used. That's all for this video. I will see you in the next
one where I will start creating some other
materials as well.
27. 8 Rocks Style 1: Welcome back. In this video, I will show you how to create
rocks in Stan number one, in the previous videos,
I have shown you how to create different
styles of foliage. And now we will do the same
thing when it comes to rocks. Here on the top left, you will find the color
palette. It's quite simple. Again, you can take a
screenshot and simply copy the color palette if
you want to do again, it's really not necessary. So the curve of this color
palette go slightly like that. Okay, Now, when it
comes to rocks, I have already explained
to you very simply in the RPG view section and how to create a
very simple Iraq. And this same principle will be applied in this video as well. What is that principle? Well, it's quite simple.
If I create a simple Iraq, we have the top
section of the rock, then we have two sides of it, both of which are in the shadow. There we go. So this can be
like a very simple Iraq. If I take this, create a new file, place disrupt somewhere in the middle and
create a background. You can see how this is
very clearly a rock. This same style of rock will be applied to this entire sphere. Basically, a bunch
of flux bundled up together to create
our architecture. And this is quite
useful if you're trying to create a
rocky background, perhaps in the mountain
side and stuff like that. So what is the purpose of
each color in this palette? First, we have the highlight. We will keep that
all the way until the end to emphasize
the edges of the rocks. Then we have what is
going to be our top tone. In this case, this
is going to be the top surface of our rock. Then we have a midtone, which is going to be used to smooth out the edges of Iraq. So if you imagine that this is the straight edge and
this is going to be, let's say the shadow,
Let's say this stone. You can imagine that this
is a very sharp angle, but with this midtone, if you want to
smooth out the edge, we will basically create
this type of effect. So the edge is slightly
rounded, a bit slanted. It's not as sharp
as it was before. So this is going to be the
purpose of the mid tones. So we're basically going around this top section and creating
basically a softer edge. Then we have these
two shadow tones. One is going to be
on the left side, one is going to be
on the right side, just like it is here. And then finally we have
the occlusion shadow. And this is the darkest
color in our color palette. So those are basically
places between rocks like some kind of cracks between runs that
you cannot see. Now let's jump into creating
this entire image in rocks. First of all, I want to create everything in the darkest tone. Now, I will take
this light tone, which is going to be the
top surface of our stone, I will make a larger brush simply because it's a
bit faster to create. And now I will go over
the image and simply create different stones
in different sizes. And then here where we
know the shadow would be because the light source is
coming from the left side. So like this, we are
going to use 1to1 darker. So, so far we have
used this color. Now let's use this color, which is the midtone for
these rocks in the shadow. And we can also extend
a little bit outside of the silhouette that
if you create it from a perfect sphere, There we go. What we will do
now is start from these ones and create these
left and right sides. So if you imagine that we
have the top side made here, which are all of
these top sides. Now we need to create a
left side and right side. So first of all, wherever
these rocks will be, I create first this left
side of the shadow. And all of these
will be slightly angled because this is a sphere, so they also reflect. So you can think of
those as targeting 45-degree angles when it
comes to creating shadows. And then for this
section, because again, 45 degrees, we can create
this darker shadow. Which section you want to live out to, which shadow is up to. You can create it like that. You can create it like that. So the ratio is
totally up to you. You can even make this shadow in the middle and these
darker shadow around it. But for this specific style. And to keep it a bit simpler, just go with roughly
half and half. Though you can again expand those ratios have
wherever we want it. Now, let's keep on going. So under left side,
we have this shadow, and I want this shadow
to always begin, at least below
this lighter tone. And then these darker shadow. And we just keep on going. If we think that
this rock below, we want to keep it a bit higher, we can simply extend it up
so you can see how it covers up this upper rock,
the rock on the top. So however you want
to expand upon, this will be totally up to you. And that's all. So now we
just repeat the process. Left side, lighter shadow, right side, darker shadow, and we just keep on going. And if I ever feel the need to make a specific shape darker
or lighter, I can do so. Okay, there we go. Now
that you have done this, we also have these rocks which are in the
shadow because they're lighter tone is what is going to be our midtone and
these rocks up here. So what we can do is
basically just use this shadow tone as the left side and this occlusion shadow tone for the right side. So we create a nice contrast. And perhaps on the near edges, I only want to have very,
very little detail. So maybe only a couple of
rocks that are going to be in this shadow tone
and nothing else. We are not going to bother with reflected
light in this case. Now as I promised, we need to introduce
the mid-tone. So wherever it wants to
make it a bit smoother, we can do so if you
want to introduce a little bit of texture
on top of the rock, this is also a
nice way to do it. And we are only targeting
these lights spaces. We're not going to go
into shadow and mess up the share of tones
because it will mess around with the shape. Though feel free to
experiment again. We will do another
style where we're going to use this done
as a shadow tone, but let's not spoil
too much, shall we? Okay, there we go. Now for these ones
in the shadow, yes, you can certainly do the
same thing for them as well. But because they
are in the shadow, I don't want to introduce
as many details in case I want to imply perhaps
just a little bit of shadow. I can do so, but I
don't want to overdo it just a little bit. And these ones which are the darkest of all
rocks in this case, I don't want to introduce any
details on them whatsoever. Now for the highlights, the highlights, we are
basically doing the edges. So wherever this
lightest tone is so far, we will create a
little bit of edge. Again. I will create a
new frame so you can compare the difference between highlights and no highlights. And where you place
the highlights will be totally up to you. We can even mess around with the position of this
midtone if you want to. We can move it around it now for this one,
did the shadow. If I want a little bit of edge, I will just create it on the top side, so
it's the opposite. So on all of these rocks I'm creating the highlight
on the top section. And for these rocks
in the shadow, I'm creating just a
little bit of light tone. And the upper edges. There we go. So we have the
before and after highlights. Again, you can see
how the highlights create nice sharpness
to the image. And in case you don't
want it to be sharp, you want it to be more muted
and part of the background, then you would not be using highlights as I
previously discussed. Now, if you want to add more of these occlusion shadows and
more cracks in between rocks, you can certainly do so. So these are all going to
be up to you how much of each of these there
is no right or wrong, because even rocks in nature usually appear
completely random. So you can see with darker shadows and
brighter highlights, it gives it more volume. But again, higher
contrast may not be something that you
necessarily want. Okay, that's all for this
video and for step number one. In the next video, I will
show you style number two.
28. 9 Rocks Style 2: Welcome back. In this video, I will show you how to create
rocks in style number two. And these rocks are
going to be even smaller and more randomized
when it comes to their size. In the previous video,
I have shown you how to create this
specific style of rock where we used this
stone as the top section. This stone as one shadow. This one is another shadow tone. And this stone was the mid-tone, which we have used to create a little bit of texture
on top of these rocks. Now because I want a softer look to our
rocks in the new style, I will still use this. Don't afford the top section, but this is going
to be the sheriff to number one and this term will be the shadow number two. So basically what I did is
created a brighter shadows, just as before, I will create everything in the
darkest shadow tone. And a now I'm going to
start positioning the rocks and I'm going to have plenty of these and those are
going to be very small. So we're not going to create a giant rocks like
we did before. And you are basically
just think of shapes. There is no right
or wrong shape. This is only the top
portion of the rock. So again, this can be a
rock, this can be Iraq. This can be a rock, or
even this can be erupt. So those are all up to you, how you want to create those. So I will just speed
this process up because these are just
small random shapes. One thing I would want
to try to avoid is have too many of the same
shapes next to each other. So you can see these
three rectangles, two by two pixels.
I don't like that. So I want to make it look
a bit more randomized. So I will just change
this up a little bit. Let's keep on going. And in some places,
we can certainly break away from the silhouette. Now, for these ones
in the shadow, I want to go one
turn darker so we know that this should
be the basic shading, so we should start to slowly transition towards the
shadow tones here. So I will change some of
these in the shadow, like so. And then for these ones
even deeper in the shadow, I will use even darker tones. So we have three different tones transitioning for the
rocks in the shadow. Then lastly, we have
this darker shadow tone, which is going to be
right here on the edges. Again, I'm not going to create any type of reflected light, so we don't have to
worry about that. Now the process is going to be exactly the same as before. We will take the sheriff don't
make it on the left side. And if you'll take a darker
shadow on the right side, wherever I think I would need to extend
the rock a little bit, I will certainly do so. So let's just keep on going. And I will try to raise as many of these occlusion
shadow sections as possible. Again, left-side branch shadow,
right-side, dark shadow. This is all I'm going to do. I will speed this one
up, but not too much. I will speed it up maybe by two times so you
can still follow along if you didn't want to. But again, the process
is very simple. I will try to erase this and the edges to create more volume on the outside and just keep
on going with the shadows. So right here, I'm
going to connect these two rocks and
create Share button here, simply because I
want to avoid using this occlusion shadow
tone as much as possible. Okay, so right here, my shadow tone will
start to conflict with the top section
or the light tone for these ones in the shadow. So this right here will be the place where
I will start to separate those with the shadow
when, whenever possible. We have again, a
clear distinction between what is going to
be the light and shadow. Alright, now for these ones, all the way here in the shadows, since the light
tone is different, we have to turn that
everything else. So our shadow side, which was the darkest shadow
for these ones in the light, is going to be the
brighter shadows here. We need to use another color to create even darker shadow. And again, I can separate
these either read shadow tone or I can
start in these sections, I can start using Ambient
Occlusion to separate the rags between which one
you decide to use. It's totally up to
you. But I definitely want some occlusion shadow
here in these sections. Okay, very nice. So
this is basically it. Now, I will just
zoom out and take a look at the image because
if you're always zoomed in, we tend to lose the grip
of the overall image. So now I will try to
look for the shadow, shapes and light shapes wherever I think
it's a bit too much. So for example, right here, I think that this shadow doesn't really connect the best with this rock on top of it. I highly doubt it would
create such a big shadow. So I will just extend this rock ever so
slightly to the left. So it basically just connect. And now this stone on top
can be extended like so. And this one above
it, maybe like that. So these are not
rules set in stone. So please just feel free to run around because
everything here is a random, there is no right or wrong. As long as you have one, let's say basic rule when it
comes to shading in place. And in this case, that
rule so to speak, or guideline would be left
side is in the shadow, right side is even
darker shadow, and the top of the
rock is the brightest. Now that this other way, now we can add highlights
just as we have previously did in the now very
wherever you place those. This is going to be
the brightest section. Again, totally up to you, where exactly you want to
place these play around. In this case, I will
place it on the top, in this case the places on the bottom of this
light section. There we go. So this is
the before and after. Again, the highlights introduce just a little bit
more extra color to it and a bit more volume. That's all for this
style of rocks. It's quite simple to do is the same principle
as the previous one. But this time around we have plenty of different small rocks. Again, this is a
really nice technique how to create the
different surfaces, perhaps in a downward for
the flooring or four, or some kind of
hierarchy staircases, or maybe even the side of a specific sculpture.
Plenty of different phases. We can use this approach. But what you need to keep in
mind that rocks are sharp, so we want to emphasize
those sharp edges. These are not smooth drugs. Again, we have plenty of
smooth drugs as well, especially if you carve it
out like a smooth rock. We have softer rocks, we can definitely
harder rocks and so on. I'm not a geologist in a sense, so I cannot cover all of the
possible rocks in the world. But for Pixlr specifically, I'm showing you how to create
a very simple rock styles because these are very commonly used when you are
creating game assets. That's all for this video, I will see you in the
next one where I will show you another style of rocks.
29. 10 Rocks Style 3: Welcome back. In this video, I will show you how to create rocks in style number three. And this one will be even a bit simpler because up
until this point, we have created two very
simple styles like these two. And now we are going to expand a little bit and try
to create a rockstar, which usually I
personally like to use at least that basic
approach when I create cliffs in RPG style views, perhaps like an RPG
mockup and so on. So again, I will start with
a completely dark color, which is our ambient occlusion. And now I'm going
to create rock. Let's say, write it
down in the middle, maybe something like that. And because this is a sphere, we need to keep
everything rounded. I will create a couple
of smaller rocks, let's say on the side like so. And maybe even like a platform of some sorts
here on the top as well. Now we use the same
basic approach. This is going to be
our top section. We will use this as
a midtone to create some extra details as
well as the highlight. And we're again going
to use these to shadow tones doing indicate
left and right side. But this time around, I don't
want left and right side. I want to start from the middle. You can think of this
as an upside cone. The middle section is
going to be the brightest. And then left and right side
are going to be darker. So I'll start like so. Again, imagine a
cone. There we go. And it slowly
transitions all the way to the darkest shadow tone. And if you want, you can
imply their symptoms like bumps in the rocks as well. And we do the same thing
for these ones as well. So you can imagine
that the light source is coming from above. It's no longer on the left side. So you can think
of it being like that more so than it's like this middle side is going
to be the brightest. These two are going to
be darker. There we go. How much you want to emphasize specific section of a
cliff will be up to you. Personally. I like to use
for this threat middle one, I like to use a
less details so we have a more
emphasized curvature. And now again, we will
create the same thing for this one. There we go. For this top section. Same thing applies. We have the middle section, which is going to be In one share of tone
and the sides are going to be an even
darker shadow tone. This is going to be
our platform on top. Now if you want to, you can
even create platforms here at the side if you really want
to play around with details. But this time around
I'm just showing a very specific type of stone. There we go. Now, let's start talking about the details which are basically
as random as possible. Trust me, because this time around we will
reserve these edges for the cliff because we want to emphasize that this edge is indeed from
where you can jump. Let's say from here
all the way down. We can also emphasize this platform on
top if you want to, which I think is okay. But personally, I like my attention to be on
these ones in the front, so I will leave it
just like that. Now we go back and use the
midtone to add some details. Again, these are as
random as possible. What I did find out that using checkerboard patterns
and rocks certainly does help to convey that
rocky, rough texture. Now here below, if
I want to create some lighter sections we
have previously done. So you can imagine
this rug being just like in the
previous videos. Top section, left
section, right section. You can see how it also creates
a nice little platform, if you will. And there we go. Now because this is a cliff, we also need to remove
some of these edges. And I don't want to
remove too much, but I definitely want
that sort of shape. This is also needed honeycomb. You can start creating floating islands if you
are interested in those. And then perhaps you have
tiny little, small platforms. And down here as well. Quite simple, quite easy to do. It's just another
way to create rocks. This is Style Number three. I will see you in
the next video where I will show you another style.
30. 11 Rocks Style 4: Welcome back. In this video, I will show you how to create
a meteorite of some sorts. So this will be styled number four when
it comes to rocks. So first of all, I'm going to change these colors
to the ones that I'm using for all of the rocks and all of the styles
up until this point. And please enjoy all
the color palettes still stays the same because
in future materials, I will most likely
change the color palette for different styles
of a certain material. Now, let's start and talk about how we should
approach this. Well, first of all,
I want to enlarge on my brush so it's
two by two pixels. And now I will stamp this
pattern here in the shadow. And I also want to
extend it just a little bit so I break the
silhouette ever so slightly. There we go. Now, I will use this next shadow tone and simply worked my way
all the way to delight. So I'm not holding this specific brush and
just going like that. I'm literally just clicking on. So they overlap sometimes. Now, this shadow tone, on this case, this
would be the mid-tone because it's in the light. Then we can take the
light tone and start blending everything
together with these stamps. And finally, we have the
light from this time around. We won't be having
any harsh highlights, so we won't be using
this color at all. Because I think that
for meteorites, this kinda tends to look
the best. If you ask me. This is, again, one, a very simple and
easy styles to do because just as we had done
previously with the foliage, we start with something
a bit more complex, explaining something
in more details. And then as we progress
and we tend to create something more simple and
easy and especially quick, because I want to make sure that you understand the material. And then we can
jump to shortcuts. Now I can go back inside here
and start to think about, okay, where exactly they
want to see more light. I can take one pixel brush and just start working towards it. If I think this specific
sites should have, let say like one
giant shadow here. Yeah, I can do that. I see no issues with that. Perhaps I want to extend
it like so. There we go. And this is all very
much randomized, so don't think too
much about it. Perhaps there's a crack in
the asteroid here as well. Maybe we have some shadow tones, are mid-tones here in
the middle as well. Because this asteroid
should be a rough surface. At least. If I
make it like that. There we go. So this is a very simple
and easy way to do. You can see it right here. And now imagine that
this here is in space. So how far you want to push
all of these is up to you. Perhaps you want to make this
lighter tone even darker. And this would reduce the overall saturation and brightness of this entire piece. But that will be all up to you. So yeah, there we go. This one was very
quick and easy to do. It's kind of a shortcut
if you are trying to create some simple assets when
it comes to specify acid, perhaps pay shooters and so on. So yeah, There we go. This is the basic approach card to create a very
simple asteroid. Again, if you want to
read it in more details, just go back inside and see
what you can come up with. Okay, so that's all
for rock styles. I will see you in
the next video.
31. 12 Color palette warning: Welcome back. In this video, I want to
give you a simple warning. Don't lock yourself in a
specific color palette. Only. Please experiment with
different color palettes. So far I have is only one color palette for different foliage
because I wanted you to focus on shapes of the foliage instead of thinking
about colors just yet. And similar thing goes
to rocks as well, I wanted you to focus on
the overall shapes and shape language that I wanted to convey to a specific material. But you don't have to be constricted to one
specific color palette. And here's an example. This rock uses
colors which are in the blue hue and those
look quite cold. But if I switch it around and I create a color palette
which is in reddish orange. Q. Look what happens. I have a different type of Iraq. If you just Google rocks, they come in all sorts of
different shapes and sizes. So you can most certainly create a bunch
of different trucks. You will be constricted a
little bit better solution. So you won't be able to go into as many details as possible. But yet again, don't constrict yourself to
only one color palette. The foliage, up
until this point, when you take a
foliage, you think usually for green, perhaps, if it's awesome, Those
leaves can become purplish, maybe even yellow and so on. But generally speaking, they are green because
of photosynthesis. But when it comes to rocks, there are so many of them. Please don't constrict yourself to one specific color palette. From now on, I will be using different color palettes
in different styles. And hopefully this will
help you loosen up a little bit when it comes
to studying materials. I will see you in
the next video.
32. 13 Wood Style 1: Welcome back. In this video, I will show you how
to create good style. And number one, on the top left, you will find a color palette. It is located in the yellow all the way to
orangeish, reddish hue. And it's simple C curve. The contrast between
colors is fairly small because I want this
to be shiny flooring. So you can take off
the flooring inside the house pocket if you will. And this is exactly
what I'll be creating, but in a spherical shape. So I will start from the sheriff don't work all the way up, but here, I will also
use the lighter tone. So this is going to
be our starting base. Now, I want to go and check the outlines and
shaded those as well. Always be one tone darker. So you'll notice that
this right here, I'm creating it with the
midtone for this specific case, since these are two
tones part away, I will take the shadow tone
and blend them in like so. Same thing will happen on
this outer edge as well. And we'll finally here. So basically the outlines are 1to1 darker than the
color beside them. So you can see that right here. This color is a specific term, basically this fourth one, and the outline is
one-to-one darker. It goes all the way around
with the exception here, which we can do that if we really want to
read, might as well keep it. Now it's time to create those
lines that the wood has, those grains of inside the wood. And in order to create those, I will use a red color and
create lines and our sphere. So I will start here
from the left side, and I will turn out to
be so perfect simply because it will save me
a little bit of time. And you can think of
this as grains of wood because they indeed are. And perhaps we want to start
curving them a little bit because greens and Ruth
are completely straight. They wobble a little bit. I want to make sure
I also include that. So let's say let's
start straight, then starts to curve
out a bit more than go back down
straight and so on. And perhaps here at the end
I will occur one like that, and perhaps one like that. There we go. So this would be the grains, it's
out of the woods. Now, I also want to go inside and they can them up a little
bit here near the middle. Because if you think about this section of the
sphere is closer to us. So I want this course to
be a little bit thicker. Yes, they might look
a little bit jagged, but that's totally fine. And in certain places
I met also taking it up just ever so slightly. There we go. So overall, I'm happy with this now,
what am I going to do? Well, I'm going to shift
everything by one tone. And this is why I have left this lightest tone here as well. So do you see this position of the light stone
beneath these lines? I'm going to color these
lines in 1to1 brighter. See, just like that. Whenever this would shift
in this shadow tone, instead of keep
using this color, I will take just one color, which is 1to1 brighter
than the color beneath it. So in this case, it
would be this one. Then here on the edges. This is the current color. And I will just make it
like so there you can all, again keep it like that. This is all up to
your outline style. Either way would work just fine. Then I will repeat the process for each and every single line. You see how these two blend. And now in places like these, I will extend the shadow. So I have a clear distinction of this grain of
wood right here. There we go. So this
is the basic idea. Now I can go back inside. And if I see a specific curve that I want to emphasize
that just a little bit more, I can certainly do so. So let's play around just a
little bit more. Here we go. Quite easy and simple to do. It's quite fun as well. And you can see how, because we have such low
contrast between colors, it creates this shiny effect. It's like it's polished.
So there we go. This is a simpler
way how we can make flooring a pocket style of wood. So this is still number one. I will see you in the
next video where I will show you how to create
style number two.
33. 14 Wood Style 2: Welcome back. In
the previous video, I have shown you how to create a Word installed number one. Now let's jump to
style number two. This time around, we're
going to create something in-between of flooring
and completely natural. So this will be, let's
say planks of wood. And the approach will
be quite similar. So I will take red
color and I will decide where exactly
each plank will go. I will curve it just
ever so slightly. However thick or thin you want to make these
plaques will be totally up to you. There we go. And now we to need
divide this into plank. So I will try to
aim here where we have kinda transitions between shadow tones and lighter tones. And to make an exception, Let's make one like here, maybe one here, and perhaps
one just here. There we go. So we roughly have Planck's
made with these lines. I will start to shade each
and every single plank, starting from these
ones in the shadow. So first, to make it
a bit easier to see, I will remove this red color with the darkest tone, like so. It's already quite nice. But let's start shading
this outer portion. Here. The planks underneath
the edge in the shadow. I want to leave them with as
little details as possible. And sometimes I also want to indicate wood grains
inside of them. And I can do this with
simple lines. There we go. Now, whenever I have two
tones like this one, I want to make sure that
the blank between them, like the space between men, is a bit softer. This is optional,
but I like to do it because it just starts, ends up the whole look. Okay. But again, if you want
occlusion shadow you in, you really want this to
be as dark as possible. You can leave it just
like that, like it was. So this one will be
totally up to you and your personal preference here as well. Do you see how these two
pixels are of the same color? So I just want one tone
darker between them to indicate that separation. Same goes here. So this is
just a stylistic preference. Please do keep that in mind. And in case I have something
like this where I have the Sheraton above and
lighter tone below, or it can be the
other way around. It's all the same. I'll just take one turn darker
than this one. I'm still aware that these
don't belong is brighter. It still helps to soften
it up just a little bit. Now, on this outside edge, I want to introduce
softer shadows. So I will make it
with one tone darker. So these are shaded outlines. This isn't something
that you have to do. It again, stylistic preference
and depends really on game design and
which sections you want to emphasize and which not. Now instead of this, I can
create the highlights down. And I will use this to
emphasize this curvature. And these light tones below. I can certainly create
something of this nature. Again, just like in lab
sections of each of these boards or planks
hover, we want to call them. Now, in order for this
to look more natural, if you want to push
it in that way, you can add some
branches to the side. This is against something
completely optional. So if you just want to
play around a little bit, this is a nice way to do it. Maybe another branch
here to this side. Again, I'm shading the outlines because I want to
keep the styling consistent. There we go. Now if we want to
add some leaves, you can certainly do so
and you can keep on going. You can perhaps a standard, something here down as well. Since I don't want
too many sharp edges, those are certainly
branches like that, especially if they're broken. Since I have created nice soft edges and
these branches here, I also want to keep that same
style down here as well. So maybe just
something like that to indicate it. There we go. So quite nice and easy
style to do in basic steps, just like the previous style. Use a specific colored line which you can
clearly distinguish. And then create those either
for lines to indicate grains inside of the
word or in this case, we use those lines to indicate the space between
each plank of wood. So that's all for
style number two. I will see you in
the next video where our show, style number three.
35. 16 Wood Style 3 morphed: Welcome back. Before
we start with another lesson with different materials
are definitely want to reuse this style
number three to show you how we can morph
it just a little bit. So it's a bit more similar to what you
might find in a game. Let's try and think about
the overall shapes. So we already have these lines in place, these curvatures. So see how they're a bit
bulge out on the outer edge. So we essentially have this
on the outer edge and we can emphasize this by
creating a silhouette. Erase some of these. You see the difference
before and after. So we're breaking away
from this proper, let's say spherical shape. Now think about this
specific shape over here. If you see this branch, it's quite wide here
near the edges. And the branches would
usually start very thin, become wider in the middle, and then again
thinner and the ends. And if we want to indicate that this is again
completely optional, we can start to slowly transition it to be
a bit more thinner. Now, the result will be a
thinner line at the top. But in return, our branch
below will become thicker. And we can imply the
same thing here. So we want that bulge, Let's say C. And we can do the same thing
here on this side. So if you imagine this
being the line so far, now we want to push
that line sooner up, so perhaps something
like this, okay? And we can follow along
that line just as well. There we go. Now, if you also want, we can play around
with different types of shadows and shapes. Perhaps this one should
do just as well here. You can apply this same approach
on these edges as well. Wherever I think I
would have that bulge, Let's say on this left side. So you have this
shape right here. I can do the same thing
here on this side. And it doesn't have to be
overly realistic either. And perhaps here on top, I can introduce nice
little branch as well. Perhaps. Something like
this would also look cool. Maybe some sharp edges. So far we have only use
soft edges, rounded edges. So perhaps having a couple of
these which are very sharp, can break that
silhouette a little bit. Which can be a good
or a bad thing. You can decide which
one is going to be. There we go. We have
the before and after. It's the same style, but I just change
it up a little bit. So perhaps as a
metric previously, this could be a
part of the armor perhaps for the
belly, Let's say. Let your imagination run wild. You can always move all of these styles into
something else. The point is that
you can think about the overall approach
and how to render a specific word style if
you really want it to. So that's all for this video. In the next one will start rendering different
materials as well.
36. 17 Metal Style 1: Welcome back. In this video, I will show you how to create
metal in style. Number one. This one will be
quite easy and we'll cover a very basic understanding of reflections because metal
is a reflective surface. So you can think of it as
being a mirror of some sorts. The way to represent metal
Olympic slot is very simple. Add reflected light
and emphasize it. So in this example, I will
keep the outline here like so. I do have some new colors. They are basically identical that the ones that
have previously, as you can see, I didn't
mess around too much. I perhaps as a just
slightly tint to them so they are maybe just a
bit brighter, like so. Then I have the
shadow tone here. And finally, I will start to add reflection so you
can take one color. So let's say I will take
this color specifically, and I will go
around the edge and add the reflected
light all around. There we go. Just
adding this line. You see how this line already makes it look like it's a reflective
surface, like it's metal. And it's important
for this reflected light to also connect with
the rest of the light here. Because if I just separated, it will basically look
like a reflected light. But who knows on what
kind of material, but perhaps this is a stone. So I want to connect those
because it will help the overall volume of the
metal because it's reflective. Let's say this is our sphere
which has been polished, so it's a polished metal. We need to keep those reflections
all around the surface because no matter in
which direction you look at the polished metal ball, it will definitely have
reflections all around, not only on one specific area. So to emphasize this, Let's go and take
this darker stone. Now we will create
something really awesome. We will create a
ring inside of this, which is going to be in an area, the darkest area, in fact, which doesn't receive
all the slides. Or in fact, it's catching the environment which
perhaps could be very dark. I want to connect this
with this shadow tone. There we go. And perhaps also want to extend this darkest tone a little bit. Now I also want to
emphasize this area, and I can do that by using
the light tone like that. Then again, anti-alias
this section or connected with
the lighter tone. And the now that we have
emphasized this area, I want to make sure
that this area of flight is just a bit smoother. So I will take this
midtone and use it here to make a
smoother transition between the lights and shadows. Because if it's a
polished sphere of metal, you will have those
softer gradations. There we go. Just as simple as that, we
have a metal sphere. Now imagine this was
in a dark environment. You can see how it
would look like. Now if you have another
secondary light source, perhaps you can add a little bit of
reflection there as well. We can take our mid-tone, surrounded like that,
perhaps a little bit of lighter tone, and so on. So you can see how this can very easily turn into a metal. Okay, now I undo those changes with the
secondary light source. So we will take this as a base. In the next video, I
will show you how to add some different colors
to this metal sphere. Can see how different metals
perhaps could work like. This is a very easy
and solid base. If you don't want
to over-complicate, you can even take
this midtone and swap it around with this
Shelton certainly have, let's say, five
colors to work with. Okay, here's another thing. There's one share of
tone that I haven't made into this new color
palette. So there we go. Now, if you want to, you can even take this midtone and remove it
altogether if you really want. But I think it looks
quite nice for this transition between
the light and the shadow. Okay, so that's all
for this video. In the next video, I will
show you how to perhaps use different colors to
create different types of metals. I will see you there.
37. 18 Metal Color examples: Welcome back. In this video, I will show you three
different examples with three different color palettes when it comes to
this metal sphere. So all we're going to do
is change the colors. So here, example number one, it's very saturated,
It's like gold. Then we have another which uses basically the
same material, I would say gold, but this one uses a lot more hue shifting. And finally, we have
the third option, which is very muted. So perhaps in a
more serious tone, may be some kind
of a death night or horror themed or
something like that. And you can see that
this one is a C curve. So do you notice how we
have smaller jumps between colors and quite desaturated. If you want to make something
look a bit more serious and realistic when compared to
all of these other ones, which are very bright
and saturated, I have a lot of jumps
between the colors. So there is no set rule for
a specific color palette. You can create a lot
of different things. And however you decide to create your own color
pet is up to you. So this is the basis. Just remember that
for the metal, you want to have a reflection that clearly defines
it as a metal. That's all for this video, I will see you in the
next one where I will show you metal style number two.
38. 19 Metal Style 2: Welcome back. In this video, I will show you how to create
metal in style number two. And in this style we
will expand a little bit more on reflections. So here's the color palette. It's a bit different
than the last time. It's a simple slope. As you can see in
the color palette. How are we going to approach?
This is quite simple. First, I will transfer
everything into one solid color. And let's say it's going
to be in the lighter tone. There we go. Now, I also need a place where the Sheriff
Tom is going to be. And I will use this symmetry
tool option to define that. I think this should
be just enough. Okay, let's make it
like that. There we go. So now we have the
light and shadow tone. How am I going to work
with this is quite easy. First of all, I need to
create a reflection. So imagine that this entire
room is completely black. That means that the reflection
on our sphere is also going to be black because whatever is in
the surrounding area, that is what our metal
sphere is going to catch. Because if you think about a metal sphere
which is polished, it functions as a mirror. Previously, people use silver as aligning to create videos. So because this is a sphere, perspective would be distorted, but nonetheless, we will
focus on larger shapes. Let's try to create
some reflections. And we will use our darkest
color to create those. Okay, there we go. Because the sphere is rounded. I also want my highlights
to be rounded as well. I don't want to just make a
straight highlight like that. No, I want to curve it because
the sphere is also curved. So perhaps we have couple
of these like that. And maybe we have a giant, huge giant highlight
here, like so. There we go. I want to
emphasize the skeletal, just ever so slightly. Nice. So now we have
reflections which is very dark, and highlights of
the light sources which are very bright, because we have so many
different highlights, this would indicate
multiple light sources. So we're not going to
recreate the entire room, but let's just indicate there's some details in the row
that we're also catching. And we can use a simple, bright or rather brighter
colored in black, or in this case almost
entirely black. The indicate there is
something in the room. We're not going to render out the details because
those are really needed. But if this was in a
higher resolution, we could certainly create even entire humans
inside of this sphere. So now that we have this, let's keep bunch shading
on the bottom here. I want to create also another sheriff tone and I
will use the symmetry tool. There we go. Inside of that, I also want even darker tone. Awesome. Now let's say that
this right side, we have a little bit of
shadow going up here like so. But we also extend this a lighter tone below,
something like that. So let's say some of this surface area is going to be brighter
than the rest of it. We don't need to overdo it. And we also need to extend this shadow tone just
ever so slightly. I'm doing this just to create a bit more asymmetry
in the image. So this by itself
will be enough. Let's clean this up
just a little bit more. There we go. So now imagine
that this room is very dark. So you have more
reflections going on the surface of
this metal sphere. Now this is a simple concept, but how do you decide to
interpret it is up to you. I just played around
for a few minutes here, and this is what I've created. So the simple concept was, let's take this reflection right here and expand it
into something else. So this time around we place it, write it down in
the middle so we can add a bit more
details to the sphere. This might be useful if you
want to create some kind of illustration in 5
perspective perhaps. But for now, I want
you to understand the metal reacts
basically like a mirror. And the more
resolution you have, the higher resolution
the object, the more of those details
inside of this reflection, you can add, The
smaller the sphere, the simpler the reflection
will have to be. So this resolution, I
can feed these details quite nicely and I can even
add more if I wanted to, but let's not waste more time. And you also have for
smaller resolution spheres. This could work just as well, just some simple highlight. Okay, that's all for this video. In the next one, I will show
you style number three.
39. 20 Metal Style 3: Welcome back. In this video, I will show you a metal
in style number three. In the previous two examples
I have shown you how to work with reflections
and this time around, I'm also going to show
you how to introduce a little bit of light
from those reflections. So here we have a very simple
color palette in blue tone, which you can see
on the left side. And I will rework this entire
sphere into these colors. So you can see it's
a bit bluish tone. Now first I will start to rework this entire section,
reflected light. So I think I also want
to extend it just a little bit maybe
for a couple of pixels here and
there on both sides. I think this looks okay. And now I'm going to use this shadow tone to indicate a clear separation
between these two. You can think of this as similar thing that we have
done previously in this video. But in this case, I have left a lot of shadow
tone by this time round, this specific portion will be extended even a bit more so throughout this
entire section. So let's introduce a
little bit of reflection. There we go. Now let's work
with the secondary color, which is going to be this one. And finally, we also
need our mid-tone. So let's start basically be the mid-tone and then introduce a little bit of flight so we
don't confuse it too much. There we go. So you can see how
the reflection is quite bigger than it was before. And then finally, if we want, we can also add a little bit of shadow here on the
edges as well. And at some of these,
I also want to separate it just
ever so slightly, perhaps in this direction. Alright, this is starting
to look quite nice. Again, clear separation
between these two. And since this middle section is becoming blurred with
this other section, I'm going to leave it as is. So now let's play around with the shapes a
little bit more. So far, we have kept the
sphere quite clean and clear. Suppose we want to
blur it out and mess around a little bit with
the surface of the metal. Well, we can take this
highlighted on Create couple of different of these
highlights. Like so. There we go. Then we can
surround the dose with the lighter tone to create a smoother transition
towards the mid tone, which is going to be
this color right here. And now, I'll use this shadow
tone rather the mid tones to create a softer shadow
on this outer edge. And you can do the same thing
all around if you want to. This is simply a matter
of stylistic preference. There we go. So let's
say this is our base. Now let's introduce
a little bit of texture here in the middle. Not too much. We don't
want to overdo it. There we go. And maybe, perhaps a little
bit here as well. Now we have a lot
of reflections, so I think I want to tone it down just a little bit
more so I can introduce more of these sections with
a rough details because I want this surface to appear just a bit more rough
than it currently is. I'm introducing
multiple colors there. They're usually would
only be perhaps only one. There we go. I think this looks totally fine
for now, at least. Now, let's talk about
this section right here, because this is going to be
another color, basically. Now imagine that we have maybe, since this is in the blue tone, Let's create
something perhaps in, Let's save reddish tone,
perhaps even purplish. Let's say something like this. And we're going to create these highlights in
a different color, perhaps this pinkish hue. And I'll slowly transitioned
towards the metal color. Basically I'm pushing
this pink color towards the purple color
because this is in blue hue. Now keep this
fairly desaturated. There we go. I'm only transitioning these
sections of shadow, which were supposed to be of
the reflected light sound. Now suppose that we
have, let's say, a clot of some
sorts lying around, let's say down here and the rest of the room
is perhaps let's say in this tone. So you can see how the light
would hit this surface. Right here, pick up that color, and jump onto this sphere, which is in the blue hue. But because we are
combining those, we are going to have to
influence the color of the sphere with the
color of this fabric. Let's say that is
the basic concept. So you can either do it like that or you
can simply imagine that you have a light lamp
that's just directly, for some reason hitting this
side of the sphere, though, in this case, it would
probably be more like a reflection type of thing. This is a basic key point. Now imagine that perhaps we also have another fabric behind. Let's say it's a
for green color. Well then I would have to
take the green color and then start working on
the edges as well. I would have to introduce
a little bit of green instead of this metal
sphere and so on. So you can create all sorts of interesting and complex colors and shapes within
the metal sphere, especially if it's
really high resolution when it comes to methyl
and rendering methyl, keep these two things in mind. One, reflection is
very important. So you want to be able to create these reflections because
even in low-resolution, these clearly defined that
this indeed is a metal. Perhaps in some cases, it might look like a gym, but I'll talk about
that in the future. And also, if
something is colored, if you are creating
an illustration and high resolution
illustration static image. And you know that
specific surface material near your metal sphere is, let's say, of a different color, then you also need to show
color of that surface. Like in this case, this was the fabric in
the metal sphere as well. Because this again
functions like a meter. So these are the three styles of metal that I
wanted to show you to explain the basic concepts between the metal as a material. I hope you enjoyed
these three videos. I will see you in the
next one where I will jump onto the next material.
40. 21 Water Style 1: Welcome back. In this video, I will show you how to create a water texture and
what makes it work. Here in the top left
you can see that I have prepared a very
simple color palette, all in blue tones. I do want to point
out that in games, you usually won't be making
a water in a sphere. It's usually going to be flat, like a puddle or maybe a C, or an ocean or a river. So it's not going to be
in this spherical shape. Perhaps in a potion bottle, it will be like some
kind of a liquid. But usually it's going to be out in the environment
regardless, we have to think
about what makes the water look like
water in pixel art. And there is one key
component to it. And that would be the fluidity
and tiny reflections. If you think about
water in animation, it's usually going
to be very fluid. And we usually express
those in pixel art by using curves or curved
lines, if you will. If you want to make
something a bit more rigid, you want to make
very sharp corners. So in this case, since we are talking
about water, which is fluid, Let's
work on those curves. First, I'm going to start by telling that in this example, I won't be using this
specific colors, so we will only work
with five colors. And in the next video
we'll add the sixth one. I will start from this section
all the way to the shadow. And I will gradually
create these stones. Now the next step
is going to be very similar to what we did with
the wood right here and here. We are going to create a
lines by using a red color. And we will start here. So where exactly is the light
source? We will start here. And then From this point on, we will expand it
around the sphere. And remember, because
this is a sphere, we have to curve those around. But this won't be enough because this feels
way too rigid. And remember, because
water is fluid, we want to emphasize that
these are how we can do that is by emphasizing
each of these curves. So let's take this
one for example. Instead of creating
simple curve like that, I want to introduce a
bit more fluidity to it. This is what's going to
make our water look, appear more fluid, if you will. Let's say this is a curve. This way, how you can
create simple curves is by avoiding one pixel
curvatures like this one. Instead of creating
suddenly this, I would rather create
something like this. Okay, do you see the difference? This one is just a
little bit too sharp. So I want to create a bit
more space for my curve. Now let's go and try to
create couple of these. So there we go. And now I will just work my way towards this section right here. And again, all I'm doing
is just following along. I'm not creating thicker or
thinner lines anywhere else. You can think of this like
an octopus of some sorts. If you imagine tentacle spreading from the
center right here. Now we are almost done with
these ones as a source. So this right here is the
source of these curves. And right now, you don't
have to be limited to that. You can also connect them. You can also expand
from each of these. So instead of taking
this as a source, I can take this specific pixel to the source and it doesn't
have to be this one. It can be anyone, it can
be here, it can be here. This will be all up to you. How much details you want to include totally or
your preference. So what I'm going to do is just make a couple of
these to see how this line looks
way too straight. So I definitely
want to introduce more curvature to it again to emphasize the fluidity
of this material. There we go. So step
number one is over. Now what I'm going to do is
use this highlight tone, which is almost
completely white. Do I think it's better if it's
in a blue hue regardless. And now I can color here. Now, if you want to
make the simple, it can be just
completely white color. It's not that big of a
difference as you can see. I just like placing a little
bit of hue in my colors. Now, whenever I would
expand outside of this first brightest blue circle where the center light will be. I will use this don't these
lines. What other curves? When I go here in the
shadow tone, again, I'm using only once on brighter than this
underlying Tony's. So in this case, I would have to brighten it up a little bit. So you can see that
this curve starts from white and then simply
follows the trend alone. Because this term right here, 1to1 brighter in the
color palette is white. And the same thing goes
for this one below. So if this is the
underlying tone, as you can see for
this highlight on top, I will use 1to1 brighter
to indicate these lines. So as you can see, I just
follow that logic along. And whenever these would
interconnect like this, if I have to prefer, I would rather prefer
the brighter one. Though. You can do this in two ways. You can either make it like that or you can surround
this one with oblique bit of this darker tone and simply
transitioning that way. Or you can do it the
other way around. You can also make this
section adjust a bit brighter and
transitions like that. So how do you
decide to approach? This is totally up to you. There's really no
right or wrong. What's important
about the water as the material is that you remember it should have
this curves, okay? And finally, we have
one thing over here. And there we go. Now what is important
to remember is that when you are creating
water for a game assets, remember that all
of these waves and lines which indicate the floor with texture of the
water as a material. You will have a less of this if your water surface is calm. So if there is no wind, if there are no waves, you
will have very little, or maybe even none
of these waves, so to speak, because you
can imply the textures. So if I take a very
simple example and simply mecca of
water puddle here, you see that you don't
need more than that. If it's a calm surface, you don't need anything
else to indicate it. Okay. It's very easy to create because color in Pixlr also
conveys a lot of message. It conveys a lot of
information and our brain can interpret a lot of things
without any extra information, so we don't have to
render too many details. So if the surface of the
water is very calm, no waves, perhaps you can just
create couple of pixels in few places,
straight lines. Then if creates some space
and add one pixel to it, That's all you need to create. Information that this
has some reflection to it and maybe you can animate
these lines if you want. That's all. You
don't need more than that to indicate water material. But when it comes to creating waves and more complex shapes, you have to keep this in mind so you want to create these curves. Okay, that's all for this video. I will see you in the next
one where we will work even a bit more
underwater material.
41. 22 Water Style 2: Welcome back. In this video, I will expand upon the water style number one, transforming it slightly
into water style number two. And the main thing which
will differentiate this style from the style
number one is one more details, but also the reflections. Because if you think about
water as a material, if the surfaces of the
water is very calm. So if you think of a lake, you can see reflections
on the water, because water is also
reflected suffers as well. So this type of style
extend upon that concept. So just as we had
with the metal, this ring around, which
indicates a reflective property. We will do the same thing here. So we will take this lighter
tone and go all the way around. There we go. So you can see the before
and after how it looks. And I will also repeated
everywhere here on top as well. To keep my shadow
tones only here to indicate some depth
of the water. And now I will also extend these lines wherever I
think they might be needed. Okay, there we go. Now,
the next step would be adding more depth to
this overall image. And these Rebecca we can do this is by taking this shadow tone. So introducing a bit more color. And I will place this shadow tone here
inside of this shadow. You can see the before
and after so far. And now I will also take this
shadow tone and introduce a bit of noise inside
of this overall sphere. So I will do it in places. So you can see that I'm creating 1to1 darker than whatever
the surface material currently is and just
creating some details. And I'm just indicating that there is some sort
of depth here. Okay. Nothing more than that. And the more I go
towards the light, the less I want to over saturate my image
with these details, I definitely don't
want to overdo it. I can do the opposite
thing as well. So if I want to introduce, instead of some shadow here, if I want you to do
a bit of flight, I can certainly do so as well. So you're not
limited by creating a shadow tones inside of
these, let's say paddlers. But the thing to
keep in mind is that we already have created
this lighter tone on the shadow as these lines and curves which indicate
the top reflection. So I don't want to mess up this clear
information distinction. So we're keeping the
lighter tones and the shadow as part of
those curvatures on top, which will have the reflections. And we're also keeping these larger shapes inside
of the light tones. So we're cutting
shadow shapes inside of the light to indicate
some extra depth. And finally, we can work
on the last portion. And those are the reflections
are the highlights, in this case on the
top of these waves. In case of this example, the highlight can
be made like that. Because I'm just taking
1to1 brighter than it currently is An indicating. There are some reflections. You can do the same thing
here on the bottom as well. But usually I like to differentiate the shadow
side from the light side. And because this
color right here, 1to1 brighter is going
to be this almost white. I'll use this color
right here like so. Where exactly decide to place this college is
totally up to you. Okay? That's style number two is a bit more detailed
than the style number one. And that's all for this video. I will see you in
the next one where I will cover the last style.
42. 23 Water Style 3: Welcome back. In this video, I want to talk about
water style number three, or rather I want to talk about
the energy of the water. In the first video,
I have talked about mostly about the color
of the water and how you want to imply some of these curves as imperfections
on top of the water, perhaps some kind of reflections or some tiny, tiny waves. In the second video, I've talked about how to introduce reflection and
more depth to your water. And I want to talk
about the energy. So in case you want to animate water attacks, stuff like that, this will be quite
useless because the energy of the
water is again, if we connect it with the
previous lessons, curved, if you want to make
something filled fluid in pixel art and
animation in general, you want to create curves, a nice fluid motion, just as we did with
these previous waves. I want to apply this principle
and this overall spheres. So this will no
longer be a sphere. And if you think of the shape, you can think of it as being unique shape. Okay, there we go. So now if I take
this red line and indicate the energy
can see how it flows. The outset edge is a curve. It's not jagged, It's not rough like some stone surface might be some spikes
and stuff like that. This is curvatures. Please remember that it's very crucial for all
types of liquids. Now let's talk about
quick shading. We have to adjust our
lighting just a little bit. First, I want a clear
distinction here that this indeed is going
to be in the light. There we go. We can keep the
shadows right here. There's no big problem. And you can sort of imagine
the light coming from the left side and a
little bit in the front. And we don't have to revert
this all the way around. And there's a quick
trick how you can make this fit in a bottle. Let's say this by itself, Alexa little bit of volume. So we want something to
have behind imagined. This is in a round
potion bottle. In the background. If I just
add a little bit of water, you can already see how this
makes a huge difference. This is the before.
And this is after. This is why I have created these lighter tones
in the front, which will indicate
this separation between the foreground
and the background. Now, how much details
you want to put into each of these will be completely
and totally up to you. The main takeaway from this specific video is to keep
the energy of the water in mind so it's flowy
because curves will in fact created
that energy. So now look at this
little change. If I take this tail and just
change it a little bit. So it's not like this. You can see that the energy
changes the source energy. So instead of going from
the right and then curving, you can see that
in the new case, it starts on the bottom side
and then starts to curve up, and then it goes in
the same manner. So how do you end your curves
is also very important. And now, if you want to add more details here
in the background, yes, you can certainly do so. I advise not to add too much details
because you definitely don't want it fighting
for attention. And you definitely
don't want it as bright as the foreground
elements in this case. Okay, That's all for this video. In the next one, I will
talk just a little bit more about the
voter as a material, and then we'll move on to the next material.
I'll see you there.
43. 24 More about water: Welcome back. In this video, I will give just
a final thoughts about what Reza material in games take a couple of
things into consideration. Number one, how
deep the water is. If the water is very deep, you don't have to add too many details because you won't be able
to see too deeply. Perhaps here near the edge, you would be able to see
a little bit of these, let's say cliffs or maybe
this is grounded so on. But usually you won't be able to see too deep into the water. You would see usual
just a reflection of the sky and the opposite
side if the water isn't it, but rather very shallow, you wouldn't be
able to see more. You will be able to
see some rocks below, perhaps some kind of clams
or some creatures and so on. So the deeper the water is, the less details you
will have to use. The other side of the spectrum. If the water surface
is very calm, you don't need to add
a lot of details. In fact, you shouldn't be
adding too many details. Button the other side. If the weather is
bad, if it's stormy, you would need to add a lot
more details and shadows because you will have to somehow drove the
waves of the water. So it really depends on what
exactly you want to convey. Color does make a
big difference. Blue is usually
reserved for the water. But please, when we come
to the point number two, which is water is a
reflective surface, it acts as a mirror. So if you have ever been on
the sea or in the ocean, and if the sky was clear, you can see how
the water is blue. But as soon as you get clouds
and it's cloudy weather, it also matches up the color of the water because water
simply x is a giant mirror, especially if it's calm. Now, let me give you
a quick example. If you don't want it to
have in this blue tone, Let's go all the way on the
other side of the spectrum. And let's create something
in the yellowish, orangeish. And you will see how it will
still read as a liquid. Because of these
highlights and curves. We'll speed this one up. There we go. I've
changed the hue of the water all the way
towards the warm colors. And also I have this
saturated everything. So you can still see how it doesn't have
to be bright blue. It can be totally different
color depends on the mood you want to set your world in. So if the world is
series or a team, or it's simply about whether you want to desaturate
everything. You want it to be a
bit more serious. And this still reads
as a liquid because of the last point
that I have talked about in the previous
three videos. And that's curvatures. If something is a liquid, it should have curves to it. That's the easiest
way we can read that. That's the shape
language of liquids. Especially if you want
to animate something, you want to have
a lot of curves. And if you want to have
something a bit more rigid, you can use straight lines, perhaps like I did
here on these rocks. So none of this is set in stone. If you see the woods and the grains of the
wood in this example, like these branches, I have use curves because branches
are usually a bit flexible. So don't take this
as a solid rule. Take it as a guideline. If you want to have
something more flexible fluid,
use curved lines. If you want to make something
look a bit more rigid, use straight lines and use
sharp angles and that repeat, take this only as a guideline, not as a rule that applies
to absolutely everything. Okay. That's all for this video. I will see you in the
next one where we'll start working on
another material.
44. 25 Ice Style 1: Welcome back. In this video, I will show you how to Chris
ice in style number one. In the previous video,
I've talked about how to create water in
different styles and how curves are very important to convey the
fluidity of material. This time around, I will use
the exact same color palette because ice is water
but frozen solid. And I will show you how using straight lines instead of
curved lines or curves, you will be able to achieve a more solid look to
the overall image. The amount of highlights will also play a big role in this. But let's overall start
with the shape language. So first I want to color
everything just as I did previously with the water. There we go. I do want to add a little bit of
reflections here for our eyes. Not too much though. And I also want to extend
this just a little bit. Let's say like that. Now I will start
working on reflections, which I will use this
highlight color. Instead of creating something curved like I did
here on the metal, we see how this highlight
curves. I don't want that. I want to create a nice
sharp angles to the image. So I will keep
everything in triangles or straight lines,
or perhaps blocks. Or if I want to keep
it a bit more sharper, something like that, basically the outer edge of my shape. So this outer edge, I want it to be straight
or under 45-degree angles. Okay? So I don't want any curves. I don't want to create
a nice curve like this. I don't want this to
be my outer edge. Ok? And now I'll create
a few of these. Some of them can be very small, some of them can
be a bit bigger. And maybe some highlights
here at the side as well, even though we are
already in the shadow. But I think this
should be enough. Now what we're going
to do is create this lighter tone around
all of these edges. So I basically just want to go all around
of this and create one pixel wide light
around these highlights. And also in cases like
this where this ends. So if this was aligned
to extend further on, I also want to add
just a little bit of extra space to them. And this here would
be a nice example of why I wanted this to happen. So right here, if I
simply syringe with what pixel of
thickness of outline, let's say the
circle is add rich, does become a little
bit more rounded. Which could be
something totally fine. But if I extend this
just one pixel down, and then one again, the see how sharp it looks. I can also extend this Alexa, which also indicates
sharpness to a degree. But in this case, I would
rather follow this outer edge, like so an extended light
tone in this matter. Okay, so now I want to go back inside and just create
a few sharp angles. Again, I'm avoiding curvatures. I'm trying to find a
place where I can put some 45-degree angle lines or straight lines like
90 degree angles. And also here on the outer edge, I want to repeat the process. And I also want to introduce a little bit of this
checkerboard pattern. So I indicate a little bit
of a rough surface again, because checkerboard
patterns are very useful if you want to
convey a bit rougher surface. Okay, there we go. So
now on this other side, I want to introduce
a bit more light, including this highlight tone. Because I want to emphasize the reflections on this
specific type of material. This isn't something that's completely needed to be honest, but it's something that
I personally like to do. And again, I'm erasing these edges because
they look a bit curved. So I'm placing like that. So I have, again
45-degree angles to create a nice sharp line. And lastly, we also need to have this darker stone as well. Now I'm playing around the
edges just a little bit more. And I think we should be
pretty much finished. I can also introduce
a little bit of tiny shadow here as well. I don't want to overdo it. Perhaps only a few places. Now, if I think there's just a little bit too much
light and highlights, I can turn those
down a little bit. There we go. So now
you can just play around and create all sorts of different shapes and sizes. But generally speaking, you want to keep in mind that you want to emphasize the highlights
with sharp edges. And the same goes towards the light tones and
even in the shadows. And if you multiply a bit
rough surface instead of completely smooth surface or a bit underlying imperfections below the surface of the ice. You can create some of this checkerboard patterns which do create this nice effect. So this is the water using the same colors
and this is ice. So you can see how we have
more brighter colors to it. And we have kept the overall spherical
shape of this object. So this is the start number one. I will see you in the next video where we will
expand the standard one into style number two.
I will see you there.
45. 26 Ice Style 2: Welcome back. In this video, I will expand upon style and number one of ice
and go into Style. Number two. This time around, I want to break apart
from the spherical shape. And if you recall that, I have said previously that
if you want some spikes, you want to use straight lines. So let's say I extend this
highlight here on the left, all the way outside
here. Like so. Maybe I want to create a
nice spike here up as well. So I break, so I'm
breaking just apart from this overall sphere as a
perfect rounded object. So when the snow melts
and it starts to drip, you have some icicles. Well, we can create a
dose here, done well. Quite easily, quite
simple to do. If we want to emphasize
them a bit more. You can create it in
the lighter tone. So maybe something like that. You can create a little
bit of highlights if you really want
to emphasize it. So how much you want to play on that specific area
is totally up to you. You can create the same one. It doesn't have to be like that. You can flip it around, you can place it
on another side. So you're not limited
to only one style. And let's just play
around a little bit. So all I want to do is create some sharp edges on the outside. You can see how I place
in just one line, which is the highlight and below it and placing one shadowed. So now suppose I want to
create another spike, but it just slightly
larger than the usual. So this can be the
shape of the spike. And now I can play some
lighter tones on this side, perhaps with a bit of highlight and lighter
tones around it. There you go. It's
as simple as that. If you want to tone
it down a little bit, this is another way
how you can do it. And you can keep playing around. There's no right or wrong. How much you want to emphasize
specific things in ice, It's totally up to you. There is not set Rolling Stone. Let's say we want to make
this into a larger icicle. I think this will look
just fine. There we go. And you can just keep on building and building and
building and refining. So in case you want your
game to have ice spikes, this is an easy way
how we can do it. This is another
example right here. So this will start
number one is done. Number two, we simply expanded this material to
include some spikes and also some basic
understanding that if the water is dripping,
it creates icicles. It's a natural phenomenon. But in case you are
living somewhere where the snow doesn't fall, perhaps this might be
something new to you. Now you see how even using the same color palette
on the same element, which is water but solid, can produce very
different results. So I hope this
comparison between ice and water and how curves against straight lines and also
different ratios between highlights can influence how the overall object looks like. So yeah, that's all
for this video. I will see you in the next one. I will start working on another material.
I'll see you there.
46. 27 Snow: Welcome back. In this video, I will
talk about snow, another form of water. And this one is going
to be quite easy. So let's start working on it. First, I'm going to remove the outlines for
this type of style. Then I'm going to use
this white color. I also have the midtone
and the shelter. And I will use it and basically almost the
entirety of the sphere. Then I will use the
shadow tone now is simply water but crystallize
because of the cold. But as you can
see, it's not ice. But if you compress
snobby enough, you will get ice. Snow is simply just
another form of water. As I have mentioned, what I think is the most
important thing about snow melt the material
is that it is soft. It's not hard as ice. It's still called it's frozen, but soft because
there's a lot of space in between each
of the snowflakes. So I think the best
way to present snow is to keep the
details very low. So I'm keeping most of
it here in the light. And I will only introduce details where it would
connect with the shadow. So perhaps only a couple of
details to indicate that. There we go. That's
all you can see. This is now if I introduce
too many details all around, it is going to
become very noisy. And this isn't something
that I personally like. Perhaps this is your preference of our cell and
that's totally fine. But personally, I think it's usually to keep
the best for snow, at least to keep these types of details
where the shadow is. Now suppose you want to introduce
a bit more tones to it. You can always add more details. So perhaps I will
take this midtone and soften all of
these transitions up. Before I conclude this video, I want to emphasize how important it is
that Snap is soft. If you remember outside, if you play in the snow, you will live a lot of
marks on the ground, footprints, and same
goes for the animals. So now suppose I have an animal here that
has taken one step. Let's make a very simple Markov
it, this could be enough. Perhaps you want to
make it a bit larger. You can also do that. Perhaps something like that. Or you can create some, even
like a monster who knows. The basic point is
that I want to keep the details where I think
they would be interesting. So in the snow, in games, I like to have that visual quality of snow that it can be completely white, but when you take a step, it leaves a footprint, which then also, if
the snow is falling, covers up and disappears. So I like this type of stuff because I'm
teaching you this, I have to emphasize this is
my own personal preference. You don't have to go this route. But please keep in mind that
as a material snobby soft. That's all for this video. I will see you in the next
one where I will show you how to create simple clouds.
47. 28 Cloud: Welcome back. In this video, I will talk about clouds, another form of water
way up in the sky. And the easiest
way how we can do those is very random actually. So you can see the color palette here is very desaturated. And if you take a look at
clouds in the sky, yes, there are certain types
of Clouds depending on how high up they are
in the atmosphere. For example, if there are
stormy clouds that are puffy clouds or they're very thin or very thick and so on. But generally speaking, we
don't need to over-complicate, so I will just show you
one style of clouds, and this one is quite
easily, quite random to do. So what we will do is try
to create a simple shape of a cloud. Okay? So it's one of those puffy
ones and I can just basically erase everything around it so
I don't need anything else. And because this is
a cloud in the sky, I also want to imply what
color would be our sky off. In this case, I'll just
make it simple blue. Okay, now how can I approach
creating some clouds here? Well, it's quite simple. If you imagine, let's say, I tiny sphere right
here in the middle, you can create a very
simple shadow around it. Because this is going to be
one section of the cloud. Then you can fill
this one in with white color. There we go. So you already have one
sexual clouded done. So now try to identify where exactly would
see those spheres. So perhaps there's a
sphere right here. Perhaps let's say it's a
fire this size right here. So I want to create some
shadow all the way around it. And let's say also here, and let's make it a
bit thicker as well. We can also extend just a bit further so we don't have to follow along because remember, clouds in the sky
are very random. And you have all
sorts of clouds which are overlapping each
other in different ways, in different shapes and
sizes. So it's very random. Don't get the idea that there is only one specific way
how to draw clouds. Now, not by any stretch
of the imagination. Suppose we wanted to create
something a bit more fluid. Let's say I take this shadow
and curve it a little bit. Perhaps satellite
is how the wind or the air element usually
is in the games, it's usually represented by
some kind of a curvy symbol. So now let's take this example. Let's say there's a
sphere right here on this section of the
whiteboard because it's hidden. You see how it overlaps
with this sexual, the Cloud which should be in
the front and closer to us. So now we can hide
portion of it and we can differentiate it
with a little bit of shadow here behind as well. So that's another way
how we can do it. And as I said, there are so many different
ways of clouds, how you can represent them don't feel constricted by
one way or another. This is just one simple way on how we can approach
creating some clouds. Here's another sphere. Now let's say we take this entire Cloud is a giant sphere. And let's just say on this
entire bottom section, I want to have some shadows and want this entire bottom
sexual to be in the shadow. That's totally fine
as well, perhaps. And this section right
here, these clouds, this code is so behind that we have a lot of shadow right here. I have a little bit of flight reaching on this other side. Perhaps that is positioned,
again, very random. No need to over-complicate
it with specifics. Because clouds are definitely
like that. There we go. A very simple Cloud
life we want emphasize this curvature to keep
it that Florida State, I can definitely do so. Now, let's introduce
a bit more detail. Let's go one tone even
darker than this. Now wherever I think
I would want to emphasize the shell of a little
bit more, I can do that. So perhaps in places like this, like that, perhaps all the
way here on the bottom. I would want to emphasize a
lot more that shelf down. And if I want to add
even more than that, I can definitely
add another color. And my color palette right
now is definitely in blue tone because I want my clouds to be in
that same color. Let's say I want to add a little bit of
shadow here as well. Perhaps thicker shadow
and this section. Now you can just play around wherever you think you want to. You want to emphasize
the shadow, you can certainly do so. And here we have a nice,
very simple Cloud. It's quite nice-looking. We did over-complicate things. Think of those basic shapes like spheres and
you can go around those and share them with just one tone and then add
more details later on. But no matter what,
beliefs be random, you don't have to be overly precise because
clouds in the sky are very random in sizes and shapes and how they overlap
with each other. So take a look, a bunch
of references online and see which type
of clouds you'd like and try to replicate
those in pixelate. But this is just one
way to approach it. And in the next video, I'll talk a bit more
about the colors of the clouds and how you can approach it in the environment. That's all for
this video though, I will see you in the next one.
48. 29 More about clouds: Welcome back. In this video, I will cover two extra things about clouds and what
to keep in mind. The first thing will be
the color of the clouds, whatever is the
color of the sky. Those are going to be our
base colors for our clouds. Basically, the color of the
sky is blue in this case. So our entire color palette is also again in the blue hue. So in case we change
the color of this kind, something else perhaps, let's change it to
something like this. You see how this same Cloud, but with different colors, looks quite differently
in it conveys a bit different emotion and the different
states of the sky. So in this case, this
could be a color of dusk. So you can see in
the color palette we are no longer
in the blue hue. This is the color of the sky. And you can see how our entirety of our clouds are starting here, almost in the red hue. And then we transition in
the red all the way to purple tones and even right here where
they are very dark. So you see how this influences. And you can also see that
the jumps between colors in this color palette
are very high. When compared to the first one, which are very small. You see how the
contrast between colors in the first color
palette are very small, yet they are very
high when it comes to this color
palette, the new one. So which type of emotion
you want to convey and in what way will be totally up to you. So that's number one. Keep in mind the color of
the sky and the color. You're clouds in that same
color or similar colors. So it wouldn't look
right if my Cloud was completely white at
this type of sky, right? It would have to be in
this specific term. So please do keep that in mind
and you'll be good to go. Now, the second
thing about clouds is referring to the
overall composition. This is just a very simple tip. I won't go into too many
details because we are studying materials and not
the perspective just now. But suppose we have a very simple background
here like that. And you want to create
a bunch of clouds. A common mistake I see
is that people create, let's say cloud is of
this size right here. In fact, let's take this Cloud specifically and place
it on that background. There we go. Now suppose they want to create more clouds in this image and they keep on piling them on. There's no real perspective
here, okay, Again, I will talk about perspective in detail in the future videos. But for now, think of
where the horizon line is. So in this case, where the sky and the ground meats,
so it will be here. And the closer you are to it, the smaller the cloud will be. So if I take this same cloud
and place it on a couple of different positions all the way here to
the horizon line. The closer the Cloud is
to the horizon line, the smaller it would be. So in this case, let's
say this cloud would be perhaps of this size. Then here near the horizon line, it will be even smaller. Because the further
away something is from us, the smaller it will be. Now, do you see how
this perspective, It's quite a bit better. I repeat, I will go into
prospectus later on, but for now I hope you take
this deep to your heart. And of course, the further
away the Cloud is, the less detail
is it would have. So you wouldn't have to use so many colors and such
detailed rendering. So yeah, those are
the two concepts. One thing, the color
of the sky into consideration when
you are creating your color palette for clouds. And second, clouds are smaller the further
away they are from you, or rather, the closer they
are to the horizon line. That's all for clouds and water in general,
at least for now. In the next video, I will jump onto different types
of materials as well. So I hope to see you there soon.
49. 30 Lava Style 1: Welcome back. In this video, I will talk about lava
in style number one. You can see the color palette
here on the top left side. It's very bright and saturated, starting from orangeish color all the way here to the red. And you can see that
I'm just keeping everything very
bright and saturated. There's no real, let's say, curvature to this
overall color palette. Before I start drawing anything, lava is molten rock. So if you have a rock, you melt it, you get lava. That's all that lava is. What to start style number
one, it's something very easy. We are going to take
one of our rocks, perhaps this one, because it has a lot of cracks
between each rock. And I'm just going
to use it as a base. So you can start by creating some rocks basically in
this specific style. Now in order to draw lava, I will start with
this orange color, so it's not the brightest one. Do you can even start with the brightest one if you want to. And all I'm going
to do right now is say where exactly
allow is going to be at. I'm going to aim at these
cracks between the rocks. Wherever here is the darkest, I'm going to give it some
space that the lava flows. This tells us that
the lava is a liquid. It has a liquid properties
because it flows. You can see how it flows
between each of these rocks. This one is going to be
very simple and easy to do. There we go. Perhaps there's a little
bit of flour here, but it did not manage to
penetrate this specific section. So it may be even like
separate a little bit. And the larva up here
perhaps is a bit bulge out, just like here as well. And we can do the same
thing here on the side. And they also want
some larger chunks of lava showing in specific areas, perhaps because
most of our life, if we are just talking about
the rock on this sphere, most of it is right here. So this is where the
light is showing you the most because of
these highlight edges. I wanted to take
some space here for our lava and expanded
a little bit. Just to recap, a little bit
more space to work with. I think this should be just fine if we take
this as a sphere. If you think about
this type of shading, I will take the red color, which is the darkest one, and let's say it's the shadow tone. I will select all of these
colors and simply go around the edge to give it a bit more volume
and basically just focus light on
the middle section. Then I will take
this orange tone, which is a bit darker
than the one we currently have as
the first color. And now I will just connect
the red color with this one. So this color is basically
just a transition in color between red and
this main orange color. But you can also use
it in some places. If you want to mix and match
it just ever so slightly. Now for the rest of these, now we can take this
brightest stone, which is going to be this
basically yellow color in this context. And draw it and few places. And now we can go and add the details if you think we want to add more details with
different shapes in other areas. So this one is very much up to you how you
decide to render it. And there we go. I might
erase a little bit of that. Perhaps I want to imply that we have some lava going
down here as well. Maybe something like this, and so on so we can
keep on playing around. And this is still number one. In this case, we are focusing more on the color of the lava, meaning it's very bright. And we are also focusing on the liquid property of the lava so that it's flowing
to some degree. That's all for this style. I will see you in the next
video where I will talk about the second property and also the second style of flower.
I'll see you there.
50. 31 Lava Style 2: Welcome back. In this video, I will talk about
the second property of flour and that
is light emission. Because lava is globbing, it also has to influence
its surrounding area. This means that
whatever is close to lava will start to
pick up its color. Because you can imagine
lava is tiny little sun or a light lamp that it's going to illuminate the surrounding area. So right here we have a rock, and this is the color
palette from these rocks, materials that we
studied before. And we only have four
colors for the law. So what we wanna do is take into consideration the
color of our rocks. And let's say these are
these four spaces colors. We want to push these
colors towards these ones. Because again, this is
the source of flight. This is the color of the light, and this is the local
color of the rocks. Local color, meaning simply
the color of the rock. So if an apple is a red apple, it's local color is red. So that's all what
local calories. So we are basically combining
these two into a new color, and that is going to be the
new color of our rocks. So let's start with this
specific shadow tone. So if you look here on the color pallet and you quickly switch
between these two, you can see the hue
shift is there. And you can also see how bright and saturated
Something disease. Because this is the
shadow tone of the rock. I wanted to push more towards the red color because
the color of the light, in this case would be read again if you
take the whole hour, it really depends how hot
it is, the harder it is. It's going to be brighter. The color Love Is, it started to become
well rock because again, lava is just a molten rock. So let's go and
combine these colors. So this specific color, I want to make it a
bit more saturated because this color
is more saturated. And I also want to make
this blue color a bit brighter as well because
the lava is brighter. And now I also want
to push this blue hue all the way towards
roughly purplish hue, because I'm combining
blue and purple color. How much you want to
combine this into. It's going to be
completely up to you. Now we can simply take
this as a static port and keep going and you can
keep on combining. But essentially, I want to
keep in mind that, yes, this is the darkest shadow, let's say for the rocks. And yes, we have
one even darker. But for now I'm just
combining these for now. I know that I want
to have subject even brighter and
more saturated. And again, I'm
pushing even more, and I'm pushing the few even
more towards the red color. Then I'm going to again make
it a bit brighter and more saturated and push it even
more towards the red color. And then finally, this is
quite yellowish color. And if I want to combine
this in further, I would again have
to take this color, make it brighter and more
saturated and push it even more towards the red color. Perhaps even almost all the way to the red color. There we go. Now what we are going to do
is create a shadow tone. Now, the tricky thing is that
if you only follow curves, you will have a lot of trouble creating something
based upon only curves. For example, right here you can see this curve goes nicely, but when it comes to
the larva itself, it doesn't really have a
curve, is jumping around. And if you take a
look at the stones, are the rocks in this case. We also have a curve, but which is different
than this one. Okay? So don't like
yourself and be flexible. For this darker one,
I'm simply going to make it a bit more
blue and even darker. And what these saturated. And for this brightest stone, these are the highlights
on the stones. I will show you a couple of things. Can we can
approach this? So first of all, let's
change this color. So I will change all of
these into the new colors. And this is where
a car can do it. It is simply use the
paint bucket tool. There we go. And now that if you
change the colors, now we can also
influence the highlight. The highlight can go two ways. If you want to make
something really soft, you can simply omit it. And that's all. This would be the
before and after. However, in case
you want highlight, we can make the
highlight quite bright. So if you take this
specific color, Let's make it just a bit
darker and a bit more orange. Because again,
we're pushing this towards the original blue hue. And I think this should be
just enough. There we go. In case you don't like this
specific type of highlight, you can again render more. You can add more details
with this brighter color. So these are all going
to be up to you. You are not locked into
one specific decision. Feel free to experiment. So this is the before
and this is after, this is done number two. And this second
property of flour, which would be light emission, is very important if
you want to make it look a bit more realistic. So that's basically it. Install number one, we
had only the colors of the lava and how it flows a little bit
in style number two, we went and even extra step, and we added that
the lava also has its light which impacts
the environment around it. So this is still number two. I will see you in the
next video where I will talk about
style number three.
51. 32 Lava Style 3: Welcome back. In this video, I will talk about allow
style number three. And this style will be
more interesting to you if you're interested
more in the law itself, instead of the rocks and
having lava between it. This time around, we will
have most of it lava and have the rocks float on top
of the lava to some degree. This is where how we
can do that is first, we can color everything
in one tone. This would be the rock. But we're going to
transform it slowly until our first because we
know the lava flows. Okay. We can indicate that by lines and curved
lines specifically. Okay. But if something has a lot of curves
and is very thin, this implies that
the viscosity of this liquid is very small. So perhaps like water, but since lava is a lot thicker, it's viscosity is way
higher than water. We want to imply that, but having thicker strokes, so we have thicker lines and
it doesn't occur as much. It's going to curve or less
because it's thicker liquid. Just imagine water and oil. Because oil is thicker, it has a higher viscosity. It doesn't flow as
easily as water. We want to apply the
same thing about flower. So let's say that we have
a bit of Florida up here, a little bit of it here. And I'm just going to block out spaces where I think
larvae will be. And I will also leave a little bit of
space for the rocks. You can see that the rocks
will be these leftovers, which are currently
at least in the dark. Perhaps something like this. Okay, now we have our
basic level here. Now let's talk about the rocks and how they connect with lava. Because lava is molten rock, we need to think
about that aspect, how something is
becoming a liquid. If you imagine, let's say, piece of ice, in which case it might be
something very bright. And if you start imagining which piece of this ice
is going to melt first, you would obviously say, well, here at the tips, because wherever the surface
area is the smallest, that surface area
will melt first. So if you imagine these rocks that have these edges which
are very sharp, okay? The first thing that
is going to melt are exactly these edges, okay? This is why the rocks in lava, if they float, they should
be rounded, not sharp. Though again, it's up to you. You can make it
however you want to. But we want to apply these rocks to be a
bit more rounded. So let's say
something like this. Perhaps I want to
separate these two. Perhaps we have a simple
one floating around, like so maybe like that. And how much or how little
you want to introduce, that's going to be up to you. You see how this
edge is very sharp. I don't want that. I want
to have a nice curvature. So if I take a look
at the outside edge, it's very sharp and I want to
make it a bit more curved. So if I take it
like that, perhaps. Now you can see how this outer curvature
is actually a curve. It's not a straight
line anymore, and this is what I
want to achieve. So rounded drugs, I'm taking this time for this style
into consideration. What lava actually is
and how it functions. Okay, there we go. Let's say this is lower. Now I want to introduce
some shading to our lava. And first I'm going to do the exact same thing
as the last time. I'm going to go
with the red color. And let's say I want to focus most of my attention
on this area. So I want the outside edge, again to be a bit darker. Because I'm making a sphere. I want to have at least
that compositional element in control, at least
to some degree. Now we can again blend
the transitions. I'm using larger
brushes simply to say a little bit of time. And then we can use
the highlights. Now this highlights, or rather these brighter
tones, this yellow color. Why do you think this is? We can think of those
simply as rocks, pieces of rocks
that melted away. And that's how you can decide
also on the shape of this. So I will simply use a smaller brush and try to implicate those to
be a bit more around it. Because this is a liquid, it's important to remember that liquid equals curves,
not three clients. Now, I can go here
on the edges and perhaps have a little
bit more fun and implicating certain shapes to make it a bit more
interesting and not as flat. Now suppose this law is starting slowly to let it drip away. We can make a little
bubble here like so. So it's a very simple, easy shape. Again, it's a curve. And we have some light. There we go. And we simply connected.
And that's what you get is a way to do it. We can repeat it
down here as well. Let's say maybe
something like this. There we go. Perhaps with this one even has a bit of
a brighter color to it. I can add a little bit of this
darker tone here as well. And again, I'm trying to
keep the interest and the rendering of these rocks
as consistent as possible. Okay, now I want to extend some of these rocks towards the sections where
they are flowing away. So do you see this
section right here? How we have this rib going on indicating that the law
flows in this direction. Well, I want to take
this let's say stone or the rock and angle it
towards that specific slope. So you can think of it as a tiny waterfall to some degree. And I can do the
same thing here. I can angle this one in
the implicating that it will soon go away
and float away. Okay, there we go. Now, how much in detail you want to go, that's going to be up to you. You can play around with it. Personally, I want to
go onto the next step and that would be the
rocks themselves. So we already have
this darker scholar. First, I would like
to change them all into one ton brighter. So we have a bit more light
through it because right now we have a lot of lava. This means we have
a lot more light. So I don't want it to be
as dark as let's say here. Because even here, this
darker stone only happens in few places since we didn't change the structures of rocks. So in this case, if I'm going to place this darkest section, is just going to be an
indication that this may be perhaps our
ambient occlusion. And now I'm just going to light up this rock so I can take this brighter tone and
simply go around the edges. And I want to shade them in such a way that they
will imply again, around the ditch,
around the drug. Okay. It doesn't have to
be too precise. There we go. And now based upon these ones, oh, I forgot one here. So let's fix that quickly. Now, based upon these rocks, I will place again one
lighter tone on top of this. There we go. It's quite easy to do. Basically. The rags that are floating, the more melted the day
are the rounded there. This is just a quick reminder of the first explanation
that I did previously. And now we have some of
these highlights and a few places we don't
want to overdo it. If we really want, we can even indicate some of these with a bit
of a highlight like so. But personally, in this case, I don't want to have
any rough surfaces or sharp edges like
we had previously. Okay. I want everybody
to be a little bit smoother and a little
bit more rounded. And now at the end, if
you really want to add some empirical
occlusion or simply shade the outer regions so
it gets a bit more volume. You can certainly do so. You
can keep playing around. But basically, that's
all there is to it. It's not really complicated. So this is still number three
where I've talked about how the polymer three implies
more multilingual rocks. So you are taking
into consideration the shape of each rock. And you're also taking into consideration the
viscosity of flower. Since lava is molten rock
as it starts to cool down, is going to become
darker and darker. And once it cools
down completely, it's going to become
a solid rock again, to conclude a larva as a
material for style number one, you can simply take a
little bit of color, implies some liquidity
because it flows install number to emit some extra light and
it's done number three, if you really want to
focus more on lava, increase the thickness
of the lines, which indicates where the
lava flows create some rocks. If you want drugs to
be flowing around. If not, remember that this yellow sections are
also just flowing rocks. And if you want to make
everything a bit more darker and more dramatic
because the reducers, so that's all going to be dependent upon
your preferences. That's all for this video. I will see you in the next one.
52. 33 Cloth Style 1: Welcome back. In this video, I will show you how
to draw a clot. It's going to come
into different styles. In first one I will show you
how to draw a thick clouds. And in the next
one, I'm going to show you how to thin it out, how to make it a bit thinner. First, I'm going to shade
this entire sphere in, let's say, a different color. Let's say this is good enough. Then this is our color
palette right here. So you can see it's a
bit strange seeker. I'm going to take this
as our main light tone, and this is going to be
our main shadow tone. I'm basically going to divide this entire piece
into two tones first, and then we'll start
working on details. So imagine that a clot is being put on top
of this sphere. Imagine that it's basically
something like this. So I'm placing it on
top of the sphere. Then once it comes here, let's say it falls down, maybe almost all the way down. And then we can repeat the same process on the other side. But let's say that
the clot is a bit thicker or it fell in such a way that the crisis has created some volume between the
sphere and the clot. So it's that completely tight. It's a bit loose, if you will. Half or we might want to go with this is totally up to us, but let's say that
this is just enough. And the same thing,
it's going to start falling here from the side. And now started for this proton, we have two possible approaches. We can either simply start drawing the entirety
of our clot, in which case, it's going
to be something like this. And that's all. It's going to cover up the sphere completely. Or the other approach
which I think should be the better
one for teaching the clot is going to be that we have a little bit of
it hanging down here. This is going to be
on the backside, let's say of this clot. Then we'll also have some
cloth on the front portion which does not fall behind the sphere but
rather in front of it. So let's say perhaps
something like, let's take the pixel.
Perfect, Nice. I'm just creating a line. There we go. I think this
should be justified. And now I want to divide everything into
light and shadow. So first things first, let's draw this entire
portion in light. So you can see that this
is in front of the sphere. And then I'm going
to draw the shadow, which is going to be
behind the sphere. There we go. Since I want the entire sphere to
be in one solid color, Let's just paint
everything like so. Now before I start, I
just want to place it one pixel up so I could see the bottom sections
of the Cloud. There we go. So how
can you approach different creeks
and crevices and folds and whatnot in clothing. Clothing is very random. Okay? And usually you will
find a few different ways how to imply certain
folds on the clothing. And those will be your
main selling point that this indeed is a cloth. Now if you take a look
at my shirt and if you see some faults happening
here on this side, and if I just pinch it, you see how it becomes
very straight. This is what I'm going
to talk about first. And you have some
different, let's say, rules of how to pinch
your clothing, let's say, and essentially your pinch or wherever the
clothing is very tight, is going to be a source point from which different types
of cones will develop. And that's essentially how
we're going to shade those. Going back to show this
on a very simple example. Now, imagine that this
right here is a cone because it has been protruded
downwards a little bit. So it has this curvature. Okay? I'm going to take one
light tone and simply apply with the lighter tone that this indeed
here is clothing. Okay, same goes here. So we are creating tiny
cylinders or some sorts. And we could do the same
thing right here as well. There we go, since we are creating lighter
tones and the shadow. But for the light section, we're going to approach
this a bit differently. Again, you can
imagine that let's say this here is
going to be a cone. And this section is
already being lit, so it's already in the light. So we are going to target these other sections and
create our shadow tones. So perhaps something like this, and I'm very simplifying
this entire piece, so it's a bit easier to see. We can do roughly
the same thing, let's say here as well. Do you see how this creates this nice effect of these folds? Now to expand upon this concept, I'm going to create
a new Canvas. And here I'm just going to
place a very simple circle, and this is going
to be our table. I'll use the symmetry tool to
create a very simple table. I imagine that this is the
top side of our table. And from it we are going to use the clothing and
for this type of thing, I am going to create
a nice clot that is falling down from this table. And instead of just
simply replicating this specific outer edge of
the table down here as well, which would be
equivalent to this. Do you see how it just
doesn't look right? It's going to turn out like
some kind of a cylinder. This see how it
doesn't look right? It's going to turn
out like a cylinder. So I definitely want these
types of flowy waves, the bottom edge, because
those are again, the folds in the clothing here. Now I'm going to color this entire top
section in this color. And let's just say that this is going to
be our shadow tone. So on this entire bottom
section, and again, first I'm going to find those, let's say waves on the bottom. So let's suppose we start here. And then I create a
little bit of it like so, perhaps not as much, perhaps something like this. And I keep creating those waves until it gets to the
edge. There we go. So now I can erase everything
else that I do not need. Then you can imagine
these being those cones. So this is going to be a cone. If you imagine, and we need to define again the light source. So if you imagine
the light source being while you
right in the middle, you can just place some
white in the middle. But if you want the
light source to be, let's say on the left side, you can place a light
on the left side, and then you can find
the shadow tone. A place the shadow tone
on the other side. And you can also combine
these techniques. Perhaps you just want
to place some shadow to indicate that this right
here is going to be, as you can see in the light. And this just by
itself would also work completely fine
without any issues. And you can see how it starts
to resemble a tablecloth. Or you can go the
other way around. You can target the
lighter areas, or you can do both. Okay? So it simply depends
on what you want to achieve and in what manner you want to approach rendering
your clothing. But what is important
to understand is that no matter which
way you decide to go, try to imagine where
exactly the clot is being pinched or it's
completely under tension. Okay, so right here where
the edge of the table, the clot is very tight, so it doesn't have any faults, as you can see on the top
of this entire table. No faults only here where
the clot is very loose. It's not under tension that it starts to create
false because well, gravity, and this is exactly
what we want to replicate. Going back over here, I'm just going to create
a nice shadow area here on the top edge. And suppose I want
to create a nice, Let's say, fold right here. I can do it just like that. And let's say I followed
these fold all the way here, like so, so it fell
in a strange manner. Let's say this right
here is entire folder. So I'm going to erase just
a little bit of this. You can see what it's
going to look like. So you can see this
outer edge is the fault. So it's going to
happen in this manner. And if I want to emphasize it, that can either create
another fault right below it. Like so. Now I need to connect
this volt with this one so you can see how it can very quickly become very chaotic. And when it comes to read and clothing, that's exactly eight. So if you have ever done a
live drawings of fabric, you'll know exactly
what I'm talking about. So don't worry too much about
big everything in place. You can get away with
a lot of random stuff. So let's say that
this right here is going to be one fold. Let's say this entire section is then going to
be in the shadow. So we define everything
a bit more tightly. Now suppose right here we
have another fault, okay? So wherever this
side is bulging, I'm going to create some light. Okay. I think this
should be just fine. There we go. So you can see that this area of shadow between these two
folds is essentially this. So if I look at it at
a side view like that, this area in-between is
going to be the shadow. So this right here, this area is this
shadow right here. And here's the trick on
creating thick clothing. You want your faults
to be very thick. So this right here is
what, three pixels tall? That's good. Here.
It's two pixels. It's a bit on the edge, but it's enough if I want
to make it look thicker, simply what I'm going to do
is create a sticker false. So for example, right here. If I want this section to look a bit thicker, what
am I going to do? Well, I'm going to increase
the size of it, right? You can see how it starts
look thicker and also thicker clothing can't have as many creases and falls
because of its volume. Because thicker clothing
is harder to fault. So it will have less
volts, less creases. And when it does have folds, those will be larger. Okay, So now let's
keep on going. So suppose this
folder right here. This big one is on
top of these cones, let's say on top of this false. So you can decide which
one to prioritize. Perhaps this specific cone is getting into this
folder right here. This cone is overlapping.
This top section. Okay? So do you see how this
will influence it? Or you can go the
other way around. You can let this top fold have the priority and let it
influenced the cone below it. So you can play around all
day long because fabric is, again, very random
and very fun to do. Okay, now suppose I'm
happy with default, so we have only two
colors, light and shadow. Now what I'm going
to do is create more light tones in the light and more shadow
tones in the shadow. For example, only this area or flight will receive
these two brighter colors. So let's take the first one. And wherever we think,
again, this is the cone. Wherever we think that we
would have more light, this is exactly where we
are going to place it. So think of cones, think of basic elementary shapes and try to apply
those right here, as well as the light source. So if the light source is
coming directly from the right, it can be like this. It's coming directly
from the left. It's going to be
something like that or something in between. So depending on this
specific light source, as you can see, it's a bit to the left side than
the right side. So, but you also
have to take into consideration the
shape of the fault. So not all folds are going
to look in the same way. Let's say there are
not going to be angled towards the light
source in the same way. So take a lot of
freedom with it. This right here is going to receive a little
bit of light as well. I want my light tones and
these thicker faults to have larger volume because
if the fold is thicker, I want my life to
be also ticker. Let's say on this top section, I create a light tone like that. Now finally, let's go out
to the brightest stone, which are going to be basically highlights and use it sparingly, use only and flip places. But whenever you do use it, try not to go over the board. These are highlights.
There shouldn't be too many of those, okay? And perhaps we want
to indicate that this top section is a bit softer because of
their larger volume. If the Chris is very sharp, It's going to have a
very tiny highlight, meaning the highlight
is going to be maybe one pixel thick. And if the overall
volume is very large, the highlight is also
going to be a bit softer, meaning larger in volume. It's not going to be as sharp. Now, let's do the same
thing, but for the shadows. So we already have
one shell of tone. We also have 1to1
darker than that. So this time around, I want to go over this entire bottom portion
because I want to separate this specific
section of the clothing. And this is only
the outline style, so you can do it or
you can omit it. It's totally up to you. Okay? Okay. Now, I want to make this
outline even darker. So I'm going to
create another color. This one could be even
completely black, to be honest, and I'm just going to
change the color of the outline to this specific
color. So get more volume. And now I can use this
shadow tone to go back inside and start
creating some shadows. Now again, think of the cones. So if you look at this
specific section, you can see that the
light is in the middle. You have shadow tones and then
even darker shadow tones. That's exactly what
I want to achieve. Now we just keep on going
around. There we go. So this section behind the
sphere is completely done. Now, we can go and
this upper area and work towards our shadow
tones even more so. If you imagine this area right here is being
bulged like that. And then next to it, I also
have this cone-shaped light, which is going to be
roughly like that. So this entire space in-between, I can imply it. Or rather I can
define it in shadow. Now I also want to
create a little bit of shadows here between as well. So now we're just going over
the entire piece and looking where exactly would
you like to have your shadows a bit darker? Yes, I can also place
them here if you want to. That's totally up
to us to decide. The amount of shadow against the light is again
completely up to you. Okay, and now as a final step, you also have a midtone which we haven't touched just yet. So it's a mid-tone. It's still in the light, but it started to connect
with the shadows a bit more. Now, these ones in the bag, so far I have defined
them with the light only, but I want them to
be a bit darker. So I separated them a
bit more. There we go. Okay. And now the mid tones. So for
example, in anti-aliasing, if you remember the lessons, Let's say I wanted to tell is
this specific part of line. I can simply do it like that. And same goes here. So wherever I want to
have a softer transition, I'm going to Anthony
Alice at a little bit. And I'm not going
to overuse this. It's really not
needed all that much. But again, that one
is totally up to. You, are looking for the bright
areas, these light areas. And wherever you think
you want to have a little bit of a
softer shadows, you can just go in and anti-alias little
bit. There you go. There's another place
here perhaps I want to show the outlines in a different
style and this top edge. Now we have the
sphere underneath it. And if you have a clot over it, like you can mention a hood. If you are a mercenary or a
thief or maybe an assassin. This is a nice way to introduce
a bit of cast shadow. You can just follow along
this specific color above. Let's say with something
a bit smaller. There we go. You also have some cast shadow. So to conclude, when you are trying to create
a fabric or a clot, for example, you definitely want to keep in mind two things. One are the folds. The thicker they are, the thicker the fabric
and the less folds overall you should have
in the overall fabric. And the number two,
think of bigger shapes. Think of the cylinders. Think of the cones. Think of those basic
shapes and think very exactly is their source. So in this example, I have given you a very simple
example of a tablecloth, which doesn't really
look the best. But you know that you have the source point
and from that point, you will try to find your cone. This is usually whatever the
material is being pinched. And you can see this right here. So let's say this is the
cone and it's a bit angled. You can see this
one cone as well. Okay? So however you
try to define it, it's totally up to
you because fabric, if you just drop
it on the floor, is going to fall in so
many different ways. And if you pick it up
and throw it again, it's going to fall in
completely different way. And when you advance
a little bit, when you practice a bit more, try to think about which fall is going to have the priority. Like I have shown you in
the previous example of this specific folder right here against these cones down here. So that's all for this video. I will see you in the next
one where I will talk about clots style. Number two.
53. 34 Cloth Style 2: Welcome back. In this video, I will show you how to create
clot in style number two, and that is in cloth
in the previous video, which was very long, I
have shown you how to create a very thick clothing. And I have also covered
the basic concepts which expand into no matter which type of fabric you are creating. In this case, I will
simply focused on dealing out this fabric as I have
talked about previously. What's most important is the
thickness of this false. So these right here,
if they are thick, the fabric is thick or thin, the fabric is going to be thin. So the first thing
I'm gonna do is focused on this right here. Do you see how thick it is? It's due to three pixels tall. Let's cut it in half. So let's make the
outrage like that. And for this one also, let's make the outer
edge, perhaps. Let's make it like that as well. Let, let's say
they connect here. And now I'm going to increase the shadow all the way here. And I'm also going to thin
out this upper portion. There we go. I also want to reduce the amount
of highlights just for now. In fact, it's going to be
a bit easier to follow along if I simply
erase the highlights. For now, I will bring
those back later on. And let's say I can leave
this one on top for free. So this is how it looks so far. Okay, there we go. Now when it comes to
this cone-shaped things, those can be thinner because
the clot is thinner, we can also make these
things thinner as well. So let me give you an example. This right here. If we follow along this specific outline, Let's then everything out. Let's say it's two pixels here, but then only two pixels here. Then it starts to fall down. Maybe all the way up
until this point. Then it's also started
to curve back up again. Let's just erase this
entire section just yet. Then it also starts
to curve down. Perhaps this time around
it's only one pixel thick. You see how many of
these we have now? Previously we had only what, let's say one or
two of these which start at the bottom before
they curve upwards, right? And right now we have
multiple of those. So we are definitely
going to have to rework this entire section. So let's just remove this
altogether. There we go. So now imagine all of
those tiny little cones. We don't have to create too many of these in
too many details. Now let us just introduce just a little bit
of differences. There we go. And then we can play along with
the shadow as well. And this time around
because the clot is dinner, we also are able to create
some harsher edges and more sharp angles when we're
trying to shade something. Okay, here we go. And we can do the same thing
here on the bottom as well. So instead of having only
two of couple of these, let's say we have
multiple of those. So we are going to immediately
create some shadow here. Let's say this one is being cut in half right here as well. Some shadow on this one. There we go. Okay. This also means that this
cone-shaped portion can be also a bit longer
to indicate that. So right here, we can also
make this just a bit longer, not necessarily thicker,
just a bit longer. So I'm not thickening
everything up like that. I'm simply extended
it so you can see that it's definitely
a bit thinner. Okay? I want to emphasize this is
only one pixel thick. And now again, I
can go back with the midtone and just soften
edges up a little bit. I can take the highlights. Now. I can place them just a few places
where I will show. It's very thin, very sharp. Okay. For these ones in the back, I have to use the midtone
again, this time around. I'm just going to place it and you've places as a
sort of a highlight. Let's see. There we go. And since this is
a thinner fabric, I can allow myself to bring this pixel a bit to the inside. Doesn't have to fall
out on the edge. So far away. There we go. Okay, Now let's take care of
this upper section as well. Now suppose we have plenty of different creeks and crevices
here and tiny little folds. Think of where exactly
the shadow might be. And for this one you
don't have to be precise. Let's say you have
pinched it right here. So it's a tiny fault
going away from it. Again, for this one, you
don't have to be too precise. And let's say, now that we introduce a little bit of light. There we go. Perhaps a couple of highlights here and there. Again, within these light areas. That's all. Do you see
how this can be pinched? Let's say right here. We can also create a
pinch from which we can extend the
shadows a little bit. Okay, perhaps down here as well. Let's say something
of this nature. Again, I'm not
being too precise, but you can essentially
see how this clot definitely looks a bit
thinner and more malleable, if you will, than this one. This one looks a bit more rigid if you are just
starting out with clothing. I hope this couple of
videos helped you out. But still I highly
recommend that you look up at the reference
images online of different fabrics and cloth
and try to replicate those in real-life bit with traditional media
or simply pixelate, but to try to identify the dose cones and
folds and so on. And just play around
with it and have fun. That's all for this video. I will see you in the next one.
54. 35 Ground: Welcome back. In this video, I will talk about
ground or dirt, however you wanna call it. And as you might have noticed, is of course, in
the brand colors. So we have a nice
reverse C curve. There we go. So how am I gonna do this?
Well, it's quite simple. Let's start from
the lighter tones. And this time around,
I want to extend my lights down a bit
further away because I want this grant to be a bit softer but also have
some roughness to it. And then we'll just keep on progressing with the tones
all the way in the shadow. And for the outline, we
can use this darker stone. I think for this type of style, I might want to change
the outline style, but we'll see how it goes. And then finally, we
have this shadow tone, which is going to be
used very slightly in just a couple of
places. There we go. So let's say this is
our starting point. So when you think about
dearth of ground, it's usually brown
because if you have grass on top of it is
going to be green. Obviously. If it's smart, it's also
going to be a bit too wet. So this isn't going to be mad. It's not going to be wet,
it's going to be dry land. So basically just normal ground. And these records you can
show it is when you think about ground and dirt,
it's a bit rough. There are plenty of different
styles, very concrete. It's softer and a bit
more smoother looking, but usually you will
have it a bit rough. So that's what we'll
go with today. Now, this way how
you can indicate roughness is how
with straight lines. So try to find specific types of patterns that are going to
indicate something very sharp. So in this case, you can see this line completely
straight and you can see these lines
threat and this one would go on and
45-degree angles. If I were to finish this one, it would be a simple rectangle. Okay. But since I'm not
going to finish it, so I'm not going to create it like that, do you
certainly could. If you want to just soften up the edges a little bit
to create a softer look. Then you can just erase few pixels just to break
apart from that clear line. Okay? So that's how we
get some roughness, but also bit of softness
at the same time. And now I just skipped
finding these types of patterns wherever
I want to put them. Perhaps I can repeat them here. Let's say it's a little
bit here as well. I can change it up
ever so slightly. Perhaps I can extend this shadow tone even
bit deeper inside. This one's up to you, but
most of it is in the light. So that's where
we're going to have a lot of fun creating
some extras. Now when I go inside,
I also want to create some kind
of these patterns. Again, you can see that
I'm usually extending the shadows either with straight lines under
90 degree angles, meaning horizontal or
vertical, or it's undefined. The 45-degree angles. Just play around a little bit. And now I want to
change the outline. I decided that I think
it's going to look good. And then the shadow tone, it's again 1to1, darker
than it was previously. The same thing would go here. All the way up until here. Outlines are, again, completely a matter
of style preference. If you don't want
it, don't use it. We're talking about
the outlines. You might have noticed
that this now looks softer because if you
have black outlines, the object will stand
out quite a lot. And usually ground isn't something that you
want standing out. It's simply part of
the working part, wider character goals
and something like that. It's usually going
to be a bit softer. Again, select, preference
totally up to you. Now I'm going to
extend this a light, a bit even more. I think this would be just fine. And I'm going to try to
connect these lines. So if you think about how this
line would perhaps extend, you'd see how they
would connect. So this is one way to do it, or you can simply do the
same thing I did here. And that is create these shapes. So either way will
work just fine. So that one's going
to be up to you. But you can see already
in the preview how it started to take
some basic shape. Okay, so there we go. Let's say this is a good starting point. Now let's take the brightest
stone and this one will use to create some larger
shapes. Here in the light. Perhaps I want to
decrease the size of my brush just fine
with more flexible. There we go. And I'm not creating very sharp
edges like this one. Okay? So I'm not creating
anything sharp like that. I'm trying to create
something a bit more softer. So remember, because ground is generally speaking
soft to some degree, but it's also a bit
rough on the surface. You have all of those
tiny imperfections. You have tiny stones and rocks. And perhaps some human
advisor plants are. Perhaps even animals who knows. But generally speaking,
it's very random. So I want to combine
these two elements. I want to combine some
of these straight lines from the shadows which are going to indicate some roughness. And I want to indicate in the light that
it's also a bit soft. So you can measure this
surface of the ground. And this is going
to be a bit softer looking because especially
if you walk on it, it gets to be a bit
more compounded, a bit more smoother. But if you look here beneath, I want to indicate some
roughness that this indeed on top is very much ground or dirt. Okay, now let's say I'm
happy with this so far. Now it's time to have
most of the fun. And this is where you can
go completely wild, okay? Now, take some of
these shadow tones. Let's say this one. Place it anywhere you
want here in the light. Let's say I place it here. Now, extend some of these
shadow tones a bit deeper. So it's okay if in
cases like this, even brightest don't
touch the shadow tones, It's totally fine
because it's ground. You never know how many bumps
in the ground you'll have. So that's all up to you. And let's keep on going. Let's just introduce them in a couple of different places. Now let's extend the edges
a little bit as well, because we want to
indicate it's a bit rough. We don't want to go overboard. I don't want to create
some kind of giant spikes like this, for example. It's just meant to
be a bit too much. If you look here in the preview, just adding, this is enough. So if you want to split
it out, you split it out. And now you just flat out. Okay. There we go,
some shadow tones. And by creating these patterns
of these straight lines, you are indicating
some rough texture on the material, okay. Especially here there, see if you remember folds
in the clothing, how the folds would
be like that roughly? Well, you can imagine
something similar to it. So imagine that this side is on top and this
side is below. So here is the top. We have some transition and this part of the
ground is below it. So let's say this
one is clustering a bit of shadow as well. So you can play around, be as random as you want. And trust me, you won't go too far and you won't be
too wrong about it. The thing about the ground
is that most of it's rough surface comes when you connect shadows
to the light. So right here, let's see
how this looks very smooth. And if I extend the shadow of the straight lines
just a little bit, bit on the 45-degree
angles are straight. The second refer it looks like. So this is the before. This is after. If you want something to be
a bit more softer, you would use these giant
a bit around the shapes. And that's all. This is it. This is a
very simple grant to do. Again, if you want
to render it a bit more, you can
certainly do so. You can play around with
this whole day to be honest. And still it wouldn't be
necessarily death from. So if you want to add
some lights here, you can certainly do so. And you can just keep on playing and playing
and playing around. And I highly recommend
you do that. But for now, I think
this is enough. I think that's all
for this video. I will see you in the next one.
55. 36 Gem: Welcome back. In this video, I will show you how
to create a gym. And it's going to be a very
simple one and a quick one. Right here we have our mid-tone. This is our color palette. You can see we have a lot of bright saturated colors because our base color will be this
red one in the middle. So I will paint this entire
sphere into this color, and I will just leave
the outset edges to perhaps we can just keep it in this darkest color,
which is completely black. Just for now. We might
change the outlets later on. So how do I want to start this? Well, when you think
about the gems, if there are polished, they reflect the surroundings similarly to how the metal does. So what I wanna do is create
some kind of reflection. Let's say we're after
here should be just fine. And let's say I also want to create another reflection
all the way here. So just imagine yourself drumming some kind
of a falling star. So something like this,
this kind of a shape. Now I want to be a
bit more precise. So I'll go around this
entire highlight. Perhaps extended just a
little bit. There we go. Now that I've surrounded
this highlight with this, Let's say transitioning tone. This tone will be the
one that I will be using to create exactly this. And I also want some of the highlight to have here
on this side as well. You can think of it as a
sort of a tail, so to speak. There we go. And now again, I'm going to surround this
one with this nice light on. So you can imagine this being a nice highlight which indicates the spherical
shape of our gym. And all I'm looking right now is that the curvature
should kinda fit. So if you see here, if I take another color, I want this curve to be
as smooth as possible, at least within the
normal time-frame that we are creating
this video for. Now that we've covered
the highlights, Let's go and talk
about the shadows. So if you imagine half of this sphere should
be in the shadow. So let's just rough it out. Let's say about this
should be fine. It's okay if the highlights
overlap the shadows. That's how we'll curate
that Jim effect. And now since this is the
mid tone in the light, I want to take this
lighter tone of this red, so it's not that much different. You can see it's a
very small difference. I will select these sections and simply go over this
top section, like so. So I'm trying to imagine
that the light source is basically a lighting
up with this upper half. We'll have our
shadows down here. Now, let's talk about the metal. If you remember, this type of style will be recreated here. So I want to create a nice
shadow, perhaps, like this. I think this looks quite nice. And within that, I want to
create this black shadow tone. So you see how it creates
this nice contrast. Enough to soften everything up these a way how we
can do it is one, Let's take the outline
and let's take this upper section and
simply done by one color, so it's only once on brighter. Now let's go all
the way down here and think about the reflections because we also need to have some reflected light will take this midtone and just
eating Kate it down here. Like so that's should
be just enough. If you really want
to brighten it up, just ever so slightly. But don't overdo it. It definitely wouldn't look all that nice if I added perhaps this breadth of a highlight
because this one is reserved for these ones on
the top. Moving on. Now I will go over
this entire section and wherever I think
these two would connect. So do you see the
Shelton and this one? I'm just going to
take this midtone and soften the transition
even a bit more. So only a few places. When it comes to
this black color. I want to have this purple
color surrounding it. So again, we have a
smoother transition between this black color all the way
to this midtone right here. Okay? And perhaps I
want to make sure that this black color also has a little bit of breathing
space because I also want to surround this purple color with this color which is
1to1 brighter again. You can see how this creates
a nice smooth transition. It's basically
just layering each of these stones on top of
one another. And that's it. This is how you can very quickly create a
very simple jump, but yet a nice-looking,
of course, you can change these
colors into something else that will be
completely up to you. But the key takeaway is
thinking about the material. Does it reflect light? Does the light pass
through this, Jim, can you perhaps see-through the gym a little bit and so on. So that's all for this video. I will see you in
the next one where I will jump to another material.
56. 37 Glass: Welcome back. In this video, I will show you how to
create glass material. And this one is so simple,
It's unbelievable. A lot of people
have trouble with glass because they
are trying to color the glass and whatever is behind the glasses
at the same time. This really isn't
the best approach. So this away here
we can create glass is to keep in mind what
is in the background. Well, let's say this
color will do just fine. And let's say this
is the background. This here is the outline of our spherical glass, let's say, and let's take these tones, color it in this way. So now you can immediately
see that it definitely looks more like a glass
or perhaps like a bubble, whichever the case might be. Both bubble and Glass who
have a similar property. And that is, they
are transparent. And if something is transparent while you can see through it, so you don't need
to draw the glass in this way and then try to
draw something inside of it. No, it's the opposite
where you simply create the outline for the glass would be where you would
have some reflections, but it would catch light. But here's where it
gets interesting. Now, before I move on, I
just want to add, let's say, one simple shadow down
some of these edges. Let's say this
should be just fine. Now let's create the highlight. For the highlights,
we are going to use the background color and
then just brighten it up. And that's all very simple
and very easy to do. I'm not taking something in a green tone like this one because you see it
won't look just right. So you have to take into consideration what is the
color of the background? And since this is a sphere, I want my highlight
to be spherical. And let's say it also catches just a little bit of
highlight here as well. There we go. Perhaps I don't want
it to be as sharp. I think this is just enough. Okay, now let's say this
right here is a glass and very thin glass at
that and very transparent. Or perhaps this
could be a bubble. But if you are creating
bubbles like soap bubbles, you would probably
want these highlights to have a rainbow of colors because if you
remember how the light reflects off of those thin, watery surfaces, you
can create basically some kind of a rainbow of
colors on top of all of these. And you can create
that bubble effect, but we won't be doing
that in this video. The main takeaway from the glasses are material
is that it's transparent. So don't draw everything
inside of the glass. Don't try to draw the glass first and then the background. But simply draw the background first and then outline
where the glass is. Another properties of the
glass is that it also distorts the image or
the light around it. So this is called refraction, or when the light bounces
inside of something, it changes its angle, it distorts the image. If you have ever been in a
pool of water and you place your hand in the water because the refraction
of the water, the angle is a bit
different than the air. You'll notice that
your hand looks a bit strange and this is
exactly why that is. So perhaps we have something
in the background, let's say some kind
of wooden pole. And I'm going to
draw it throughout this entire background just
to save a little bit of time. Okay, there we go. So you can see right through it. But sunglasses, especially
lenses have the property, especially if the
glass is very thick, they can distorted the
image inside of it. So perhaps this
entire intersection would become a bit more thicker, let's say like So. Do you see the effect, how it distorts the
image a little bit. Now this isn't something that
you necessarily have to do. And it really depends on the
glass or the lens and so on. But essentially, keep
this property in mind. Number one, if you are making
the glass transparent, simply throw the background and focused on the highlights. Because highlight
and the edges are the only things that you need to imply that this is a glass. The background we'll tell
the rest of the story. Okay? And when it comes to the
refractive property, meaning how it distorts slide. You can use it or
you don't have to eat really depends
on your preferences. But usually it's not being used, but still I'm showing it
to you in case you want to experiment a little bit and it can go the
other way around. So if you remember lenses, sometimes they will expand
whatever is behind and sometimes they would
in fact thin it out. Now, if this resolution I don't think it would look
all that well, but yeah, feel free
to experience. Glass is very simple.
That's all for this video. I will see you in the next one.
57. 38 Closing thoughts on materials: Welcome back. In this video, I will get my final thoughts about the
material study section. And we started
basically for foliage, all the way to rock, all the way to vote and
metal and water, ice, snow, clouds, lava, clothing,
dirty jumps, glass, you name it, and hopefully get a couple
of things stick out. And if I were to try and just
compress everything into a few simple messages
of one would be color is very important in low resolution peaks,
lot, especially. Second, the state of the
material is also very important. If something is very
solid, very hard, we want to use sharp edges and streetlights bit horizontal, vertical, or under
45-degree angles. If, on the other
hand, something is a very soft or a liquid, then we want to indicate that by using curves
and larger shapes. And the same thing applies
and the overall surface. So the surface of the material
is very soft to the touch. You can use larger volumes
of light with curves. And if the surface is very
rough like sandpaper, you want to introduce
some of the distortions. Similarly, here we
did on the dirt. So you want to introduce
some of the straight lines. Those same principles apply. Third, when it comes to
reflections and reflective light, we have talked about
this a lot of in detail when it comes to metal, because whatever surface reflects something
including water, we have to take into
consideration what is the light around it. So if you have a high
enough resolution of a sphere, let's say, or a surface bit, a mirror, then you can literally
draw inside of it what is in the
surrounding area. But for metals and all of
the reflective surfaces, the easiest way how
you can indicate that is by creating well these reflected
lights and stating them and connected them all the way here where the light is. So those are tricks for reflective surfaces when
we come to refraction. And something that distorts the object as you
look through it. Perhaps some kind of a lens
or a sphere or even water. We have to take
those things into mind if you want to draw
something realistic. And in big ****, we
want to worry about more realistic approach
only in high resolution. For low to mid resolution, you really don't want to
worry too much about it because most of it is
stylistic preference. And finally, light emission. Some of the materials will
emit light like lava. So you want to take into consideration what
is the color of the light and you
want to make it influence the surrounding
area around it. And the same thing would
apply here on the metal. In this case. In case we had a
fabric that I've explained the
previous video that would go and reflect
light from this, Let's say table all
the way out to here. So you can think about
a lighting as a whole, another topic, the lighting
and how it functions. It's a bit more advanced topic, so I won't go into
too many details. But hopefully these couple of basic tips throughout this
material study healthy out. So that is all for this video. I will see you in
the next one where I will give you a challenge.
58. 39 Challenge Material: Welcome back. In this video, I will give you a challenge
for this section, and this one is quite
simple and predictable. Create and study materials. Take only two materials for now. Pick any two that you like. It can be some of the ones that I have
shown you previously. Or it can be something
completely else that you find online or you think
you want to make voter game and so on. That's completely up to you. So pick any two materials. But the second part of the challenge is a
bit more tricky. Take those two materials and create each of
those into styles. So if you remember
wood, for example, I have created it in
few different styles. So whichever material
you decide to do, make at least two
examples of it. And this will help your
creativity because you will not lock your mind into
one specific style, but rather you will expand your imagination further around. So that's all for this video. I hope to see your submission and I will see you in
the future as well. Have fun creating.