Transcripts
1. 00 Intro: Hello everyone. I'm glad that you're here. I'm an illustrator and concept designer with an
architectural background. This would explain my special fondness for
technical drawings. Enough about me, I guess
that you are here to learn about shading or organize your
knowledge in this subject. Shading is usually the
last step in drawing thus may be treated
neglectfully. Meanwhile, it's shading
that gives an impression of three-dimensionality and even
reality to flat drawings, if it's placed
correctly of course. I've noticed that many
shading tutorials explain vulgarly this phenomenon based on examples of apples, cherries, and other fruits. Well, these classes
are more abstract as the first 11 lessons are focused on geometrical
shapes and solids. Don't worry these lessons are
really short and concise. What will you see here during
those about 45 minutes? We will start really quickly
with some basic theory, just to make sure that
everyone is on the same page. Then we will go for a
bunch of quick exercises starting with shading different types of
geometrical solids. Believe me, you can show your artistic side even
while shading a cone. Further lessons will be
focused on cast shadows, that's when geometry kicks in. Who doesn't like geometry? It's a little bit like
exercises in logical thinking. Don't worry, we will
begin with planes, and then try to make smooth transition to
more advanced objects. Each step will be
explained thoroughly. One of the last lessons will be devoted to somehow unusual, though quite useful light
setting in traumatic backlight. Finally, a case study shading a combination of
the previously seen solids in a form of a Victorian
house. Let's begin.
2. 01 Shadows Basic Idea: [MUSIC] How the shading looks like depends largely on
the light source location. Secondary, also light's
intensity play some role. Let's start with
the secondary role. If the light is very
diffused, shadows, edges, are less defined and
contrasts are lower. You may have noticed that on
very cloudy or foggy days, both people and the
buildings almost don't cast shadows and everything
seems quite flat. Analogically, in the
case of sharp light, shadows have very defined edges
and contrasts are higher. Now let's get back to the
location of the light source. There are two
crucial parameters, horizontal location
and vertical location. Horizontal location that
reminds which site of an object is illuminated
and which is in shadow, as well as in which direction
an object casts its shadow. Vertical location,
in other words, means the height of the
light source above, or sometimes below the object. It's especially important in
the case of casted shadow, soon everything
will be more clear. The most classical setting
is a light source placed at some angle in front of
the object and above it. This way we may see
a part of an object illuminated and part
of it in shadow. That's the setting query we will focus in the next videos, although I'll show also other
settings as a comparison.
3. 02 Own Shadows Polyhedrons: [MUSIC] I hope that the
title hasn't scared you. Coming up with catchy phrases
is not my strong point. Anyway, even if drawing on shadows is in many
cases quite intuitive, there are also aspects
requiring explanation, especially rounded
forms can be tricky, but they will be discussed
in the next video. In the case of overhead lighting like sunlight or a ceiling lamp, the top of an object will be
the most illuminated part. The next inline
will be this wall, and this, and lastly this one. If we'd like to draw a
view from, let's say, this place showing walls
marked with two and four, it would look like this. This is actually the
most classic view. One of the walls is
highly illuminated while the other is
rather shadowed. This way we can show
all the details clearly visible on the illuminated wall, as well as show quite
strong contrast with the shadowed wall which in turn makes the drawing more
three-dimensional. There is a very nice way of shading simple objects to make them look more artistic. Its gradation of shadow
even on a plain wall. It's not a realistic
way of drawing, but in the case of simple
objects like this, focusing on an edge
connecting two walls and emphasizing contrasts
gives the drawing, even a simple one,
some artistic touch. This is a view from
an observer on the same direction as
the rays of light. It's less contrasted than
the previous setting. Almost flat. How about more complex solids
like an octagonal prism? Logic would such as dare to have a light source placed here, gradation of intensity of illumination would be like this. The wall face directly
to the light source, the wall next to it, the next, next closest wall. While walls on the other
side would be darkest. Sometime ago, I was thinking so, how wrong I was. Here comes the surprising part. The correct gradation is this. Why? Someone could ask. But it's quite obvious. Around it, there are [inaudible] shadows and right after that, there is a core shadow. But on the next wall we can see so-called reflection,
which is brighter. [MUSIC] The rule of the core
shadow and reflection gets even more clear in the case
of solids of revolution.
4. 03 Own Shadows Revolution: [MUSIC] In other words, those rounded solids
like a cylinder, a cone or a sphere. Let's start with a cylinder. The principle is the same as in the case of an octagonal prism. This would be an
illuminated area. Next to it there
are mid shadows. Just keep in mind that
unlike an octagonal prism, transition between
these various areas should be more smooth. Here we have a core shadow, and now it gets brighter and righter through the area
with reflected light. The best tool to exercise
shading is a good old pencil. I'm using here a graphic
tablet for the sake of recording but
nothing can really replace the feeling of
different types of pressure and angle of inclination of a
simple pencil on the paper. My favorite is slightly
soft 2B pencil. But many artists prefer even
softer grade like 4B or 6B. Just for the record, here are names of those areas. A cone shouldn't surprise
us but it's good to repeat this role to use it
instinctively in the future. I use here lines parallel to the curved line of the base, and lines leading from
the base to the vertex. It's easier to capture this gradation of
density of shadows with at least two directions
of shading lines. Again, the left side would be an illuminated area changing
gradually into mid shadows. Further to right there
is a core shadow, and a thin belt of
reflected light. A sphere requires a
little bit of attention. Illuminated area is rounded, and very gradually it gets darker until the area
of a core shadow. The core shadow should
form a quite broad belt. Lights reflection in turn
resembles a young moon. I admit the touching a sphere can be technically challenging. We should draw curved
lines very densely and use very smooth transition between
lighter and darker areas. Besides standard lines,
I'm also using here a broad semi-transparent brush to make this sphere
look more smooth. Alternatively, we can create an optical illusion used for
example, in lithography. Shorter lines and sparse
hatching for lighter areas, dense hatching for darker areas. That's an option I chose here. [MUSIC]
5. 04 Cast Shadows Planes: [MUSIC] So far we were
focused only on objects, on shadows, but the real fun
begins with cast shadows. That's when geometry is main focus instead of
hashing technique. We need to shortly discuss some planes before
moving to solids. Here here is a flat plane like a sheet of a stiff papers
standing on a flat surface. A light source is set
in our classical way. The surface of paper
or whatever that is, is illuminated, but some
space behind it is shaded. To determine an exact
shape of the shadow, we would show the
dotted lines from the two endpoints of the
edge touching the ground. An angle of these lines is
exactly the same as an angle of which a light source is related to the object
on a top view. Now we just have to determine how long the shadow should be. If the light source is just
a little above the object, the shadow will be
long just like in the case of sunrises
and sunsets. On our perspective drawing, path of rays of light will
look more or less like this. I used an expression more
or less because there is no need to determine the lights placement
super precisely. We're interested in
these two points, C and D. They meet each line
designating an angle of the shadow and that's how points C prime and D
prime are created. The same rule would apply to
every point between them, but luckily, we don't need
them to construct the shadow. These endpoints are enough. I know it sounds technically
and maybe even confusing, but the image should
explain everything clearly. You have certainly noticed
that shadows during sunsets are much longer than in
the middle of the day. Now let's imagine that
the light is set higher. An angle of raise on the
top view remains the same, but it's much sharper
on the side view. Rays hit the ground much
closer to the vertical plane, and as a result, we get a short shadow. Just as an exercise, we'll repeat this method in
the perspective drawing. A horizontal angle of the light source
placement is the same, but the vertical
placement is different. The path of these rays will
look more or less like this. Point C prime and
the D prime are created near the vertical plane. More or less accuracy is good enough for majority
types of drawings.
6. 05 Cast Shadow Levitating: [MUSIC] What happens when the plane is flying above
the ground like a kite? Let's say this height. If the light source would be
perfectly above the kite, its shadow would be
right here below it. On a perspective view, I'll draw a reminder of
how the shadow would look like if the light source was
perfectly above the kite. This plane actually resembles
the kite only slightly, but I will call it kite anyway. But we prefer to use more
interesting lighting, like the classic lighting
arrangement slightly in front of the object and
slightly to the left side. The shadow would be moved to
the back and to the right. [MUSIC] Rays of light goes
more or less this way, slightly to the right, slightly to the back. Rays going through
the endpoint will hit the ground in these
intersection points. But honestly in the case of a
standard illustration which is not meant to be some
very technical drawing, we don't need to construct
shadows so minutely. It's absolutely fine if we just remember that
if the light source is placed in front of and to
the left from our object, the shadow will be to the
right and behind the object. [MUSIC]
7. 06 Cast Shadows Pyramids: [MUSIC] Finally,
three-dimensional solids. To draw a cast shadow
of a solid with one vertex like a
pyramid or a cone, we just need to find
one point where the light that goes through
the vertex hit the ground. Shadows of a pyramid
may have two forms, a triangular form when a light source is almost
vis-a-vis a pyramid, or a slightly more complex form when a light source is on
the site of a pyramid. This example is much
more interesting, so I'll draw it
in a perspective. That's how to do it. One, we need to find a
middle of a solid space. In the case of a pyramid, it would be a cross-section
of its diagonals. Two, from this point, we draw a line at the same angle as this angle
visible on the top view. You don't actually need
to draw a top view. Just pick some angle
that would suggest that the shadow is
casted to the back, and to the right if the light source is
placed to the left. Three, decide how high
the light source is. If it's very high
above the pyramid, the vertex of the shadow
will be quite close. So close in fact that the
shadow will be triangular. Four, but let's say that we want to draw the setting
that is on our top view. Shadows vertex will
be more or less here. Five, when we connect
the vertices of the base with this
A prime point, the shadow looks like this. Six, hatch the shadow. A cast shadow is the darkest
shadow on the drawing. Its good to draw all these constructional
lines very gently, to achieve some
aesthetic artist result, the cast shadow
can be darker near the base and more
delicate near the vertex. If you want to make the
shadow extra dense, and remember casts shadows
are darker than own shadows, you may use double hatching. Seven, just a quick
reminder about own shadows. Sites from the most to
the least illuminated. Those on our perspective drawing are number one and three, so the contrasts should
be quite strong. As I mentioned before, the sides of a
cuboid don't have to be hatched in a very
homogeneous way. I like to make areas near
this edge most contrasted. The darker wall will
be darkest here, and the bright wall will be even white and untouched
in this area. Let's look at a cone just
to consolidate knowledge. One, let's find the
middle point of the base. Two, draw a line showing a horizontal angle of
the lights placement. Three, if there is no need
for a high precision, you may just choose some
point on this line. Four, join the base with
the shadows vertex. Five, lastly, hatching. The cast shadow will be
really dark as it needs to be darker than the
cones core shadow, which I'll draw in a while. Shading density on the
cone itself will look like this according to the rule with a core shadow
and reflection. I'm using here crosshatching. One set of lines follows
the curve of the base. The other one leads with straight lines from the
base to the vertex.
8. 07 Cast Shadows Cuboids: [MUSIC] Objects Sweave
only one vertex where the easy part. Drawing cuboids shadow
isn't much more difficult, but it is more complex. For instance, in the
case of a cuboid, there are three vertices we
should pay attention to. But first things first. Step one, constructional lines from vertices of
the cuboid base. We need to keep in
mind only this frame. Now the line indicating the
height of the light source. Free lines to be more specific. Each of them is going
through one of these points. As you can see, they are
parallel to each other. We can mark the intersection
points and join the dots. [MUSIC] This part of a shadow
is casted by this wall and that part is
casted by that wall. Wait a minute does this
mean that the whole cuboid cast exactly the same
shadow as only two walls? Well, yes, but not
any two walls. It's all about the wall set on the opposite side
of the light source. In this case, the back
and the right wall, as the light source is in
front and at the left side. We can check it with
another point, again. As this point doesn't
change anything. The quick shading on the cuboid. Remember that the cast
shadow is the darkest one, so don't exaggerate
with this wall. [MUSIC] Now a cylinder. If we would like to
be very precise, we could start with marking
the top of these ellipses. Then draw these
constructional lines. Then draw rays going through these points until they meet our constructional
lines on the ground. Try to join them nicely, especially in this
elliptical part. These complex methods
can be useful in the case of a scene
with multiple objects, where all cast shadows should indicate a common light source. Lastly, a super quick reminder of how to distribute
shadows on cylinders. Illuminated area, mid shadows, core shadow and reflection. If you find
crosshatching through [inaudible] some,a cylinder
should look pretty well, even with shading with
vertical lines only.
9. 08 Cast Shadows Levitating: [MUSIC] I know that so far the subject of this class has seemed
to be quite abstract, but believe me, this knowledge has its use in illustration. It's obligatory actually. Just wait several minutes for
the case study to see how all these lessons are put in use in just one
drawing of a building. With that being said, we're moving forward to
even more complex shadows. Let's imagine that this
cuboid isn't standing on the ground like the one
from the previous lesson, but it's suspended in the air. You probably remember that
in the previous case, we had to draw only a shadow casted by the back wall
and the right wall. In this case, we have to add a shadow casted by
the base as well. By the way, the base
is the darkest part of this cuboid but we don't
see it at this angle. Again, it isn't more difficult
than the previous lesson, but it requires a couple
of additional steps. First, we need to decide on which height above the
ground our object is. Here are supporting drawings of different views
of our cuboid. You can see here both horizontal and vertical
direction of rays. Now we can draw a projection
of the base on the ground, these bottom wall named A, B, C, D. These lines are
parallel in reality, but on a perspective
drawing they are leading to the same
vanishing point, somewhere on the horizon. The same applies to these lines. Although they are leading to
the right vanishing point. From the point where
a vertical line meets the line leading to
the left vanishing point, we can gently draw a
horizontal direction of rays. From the point B, we draw a vertical
direction of rays. These two lines
of rays direction meets in a point we
can call B prime. To find another point of the
shadows base we lead again, a vertical line from the point C to the line leading to the
right vanishing point. From this point, we sketch a horizontal direction
of rays and from C, we draw a vertical
direction of rays. Their cross section shows us
where the point C prime is. Would you like a
smaller repetition to better grasp of this row? With the right training, you'll be able to draw
it automatically, even though now it
may seem confusing. Here is point D, a vertical line meets a line leading to the
right vanishing point. From this new point, we should lead a line called by me a horizontal
direction of rays. From the point D in turn, we draw a line called again, probably only by me a
vertical direction of rays. These lines meet in
a point which is a shadow equivalent
of our point D. Thus, it's called D prime. I admit, it doesn't
look obvious and clear, but adding some
colors should help. That's how the shadow of
the bottom wall looks like. It seems like a lot of work to draw a shadow of a
levitating cuboid, but luckily we don't need to find shadows of
all the six walls. The bottom and the top
base will be enough. Let's find the shadow of the
top base really quickly. We already have
those vertical lines showing how high above
the ground the cuboid is. We also have lines showing
horizontal direction of rays. The only missing part are lines showing vertical
direction of rays, going through points E, F, G and H. We actually didn't need points
C prime and E prime, but it won't hurt to draw
them just for practicing. The only thing we need to
do in order to complete the shadow is connecting
points B prime with F prime, F prime with G prime, G prime with H prime, and finally H prime
with D prime, and here we have the shadow. What we see here are in fact
shadows of only three walls. The bottom base,
ABCD, the right wall, BCGF, and the back wall, BCGH. With some practice
drawing cast shadows happens almost automatically
and subconsciously.
10. 09 Shadows Casted on a Hinder: [MUSIC] Things are more and more interesting with
each lesson, aren't they? The previous examples
showed how shadows look like when they are casted
on a horizontal plane, like a table, a
floor, or a ground. But what happens when there is another object in
a close proximity? Obviously the shadows should be costed also on this
another object. Let's imagine, or actually
take a look at this pyramid. If it was standing alone and light would be set
at this angle, pyramid shadow would
look like this. We've seen that a
few videos ago. But in our new more
advanced case, there is a hinder, another solid, or just
a vertical plane. The ray of light
instead of travel all the way to the ground, hits the wall, right
at this point. While meeting a vertical hinder, it just breaks and
starts to climb upwards. Now, the vertical direction of ray of light enters the scene. The cross point of the ray and the imaginary
line it is here. Unfortunately, it
doesn't mean that we can just connect
the dots this way, or is not that simple and
doesn't look that weird. That part of the shadow that is lying on the
ground should look just as it would if there
was no hinder at all. The shadow changes its course first when it meets the hinder. That's why we should join these points with
our shadows vertex. To consolidate our knowledge, let's make another
very quick exercise. The scene looks very similar, but our hinder is
placed a little closer. Also, the light source is lower, so we should expect
correctly a longer shadow. The cross point on the
wall is right here. The shadow on the ground
looks just like it should, until it meets the wall. Then it starts climbing. As you can see, a large part of the shadow is
casted on the hinder. [MUSIC]
11. 10 Suspended Objects: [MUSIC] This subject, again, may seem like a very
theoretical case which doesn't occur
in drawings very often but it's probably the most important part of the course if you'd
like to draw buildings. Intriguing, right? Let me explain. All protruding roofs,
balconies and cornices are these type of suspended objects casting shadows on
vertical walls. To be honest, most of buildings have at least one
of those features. Actually, even recesses
in walls for windows or doors are shaded
according to this rule. Let's discuss this super
important rule then. In the case of pyramids
or cones, it's easy. We just need one
constructional line for a possible location
of the shadow's peak. Let's say that the light source
is at our usual setting. If the light source
is high above, like around the
middle of the day, it can hit the cone's
top along this line. Here, these two lines meet. What's happening if the
light source is lower like early in the morning
or during evening, the light's ray would travel
somehow along these line. In consequence, these
shadows should be shorter, so It's an absolute
opposite to the case of vertical objects casting
shadows on a horizontal plane. Now let's move to more
complex solids like cuboids. To make it more
interesting and practical, let's imagine that
it's a balcony. The light source is
set at an angle of, let's say around 30
degrees this time. Constructional
lines derived from all these points will
have the same angle. The light source
will be quite low so puffs of rays
can look like this. After going through points A, B, C, and D, the ray intersect to leave their respective constructional
lines at these points. Once we have the whole package
of intersection points, we only need to draw an
outline of the shadow. Finding point D prim
wasn't necessary for this process as it's
inside the shadow. To make it extra clear, here are the lines needed for finding each of the
primpoints of the shadow. Red for A, blue for B, green for C, and yellow for D.
12. 11 Back Light: [MUSIC] During all
these lessons, we were placing the light
source in front of our objects. That's the usual setting. However, sometimes a cast shadow express more
than an object itself. For example, in horror scenes, that's one of those rare moments when we might want to
place the light source, in the back of the scene, and just slightly
above the object, so the cast shadow
would be really long. Let's use examples
of two solids, a pyramid and a cylinder. In both cases, light
source is placed behind an object and
slightly to the left. Methodology of constructing
cast shadows is the same, as in the case of
previous lessons. First, we should find the
middle point of the base. Then a construction
line reflecting an angle of the horizontal
position of the light source. The next step is drawing a ray of light going
through the vertex. If our goal was to create
a long dramatic shadow, the light source
should be quite low. Let's say that this
is a nice angle. Now you only need to connect this intersection point with the ending points of the base. While hatching, remember that cast shadows are always
darker than old shadows. Considering of course, that colors of an object and
the ground are the same. Let's say that in our
slightly academic case, all the objects are white. I'll darken it with
some gradient, mostly for extra
artistic values. Even simple geometric solids
deserve some artistic touch. The last example
before moving to the real-life example
drawing, is a cylinder. The brightest parts will
be edges in the top. The darkest area will be on the right as the
light is on the left. Other areas are
gradually lighter. Let's notice that the
illuminated area on the left, is larger than
that on the right. Let's find the middle
of both bases. Easy. Now let's draw construction lines from these three most
important points, and rays passing
through these points. The light source is, again low to create
a dramatic effect. Now we need to draw
a shapely ellipse. Here is our shadow. Actually, near the ellipse, the shadow may be quite vulgar. Don't worry if your ellipse
hasn't turned out perfectly. So much about the theory. Now let's see, how to use all this
knowledge in practice.
13. 12 Case Study Victorian House 1: We can't really focus on
drawing the structure of this house as is a whole
different subject. If you would like to get to know how to draw a
building along with explanation of perspective rules and tips on drawing
architectural materials, I'd recommend checking
these classes. Links are in the
description below. Getting back to our
Victorian house, there are a few
interesting spots for own and cast shadows. I'll start with the first type. Although no matter which type
of shadow we are creating, the first step is always
determining the light source. We can do this in
our imagination, but for the sake of this course, I'll show it here, on simplified flat views. I chose an angle of
about 60 degrees, which should leave interesting, long cast shadows
on vertical planes. The sun will be also quite high, which in turn will leave
quite short shadows on horizontal planes
like the ground. This way we will be able to see the whole shadow
in this frame. We will get back to the cast
shadows in the next lesson. Meanwhile, this wall
will be quite dark. I'm leaving increases
in shaded walls bright, just like other
illuminated walls. [MUSIC] The chimney is hatched in exactly the same way. Shading of those semicircular
recesses should get the gradually darker that closer
to the top of it we get. Even these recesses
should be shaded this way as they face exactly the
same world's direction. All these bottom surfaces
are even darker. Don't miss these narrow places like cornices and
recesses over windows. The cylindric thread, will be shaded according to that slightly surprising
crawler with mid shadows, core shadow, and reflection. I hope you still remember it. I'll make the window
panes very dark. Lastly, I should also darken some stone
parts a little bit, mostly to achieve
some tonal diversity. The drawing starts to
look three-dimensional, but wait for the cast shadows. This should be a
real game changer.
14. 13 Case Study Victorian House 2: At first, constructing
shadows for complex objects may not
come 100 percent naturally. But remember that
practice is the key. With time you should be able to construct these
shadows effortlessly. How long shadows should this
building cast on the ground? These seem to be the right, that remaining external line for the shadows
behind the house. The shadow should be this long. When the line crosses this ray, it should turn and run
parallel to the side wall, until it crosses this ray. That's the almost complete
cast shadow on the ground. However, it's not
fully completed. There is a roof or other apart of it that will
cast some shadow. The upper part of
the roof won't do it as it's strongly leaning backwards and its shadow is inside the already
visible shadow. But the lower part, these cable will
casts small shadow shaped like slightly
distorted trapezium. As the gable wall is about
2/3 of the rest of this wall, its shadow should be about 1/3 length of the length
of this part of shadow. We don't have to be
very specific here, but it's always good to keep more or less correct
proportions. [MUSIC] Chimney is an important
shadow casting factor here. For the sake of this
kind of drawing, it's enough to keep in mind that the cast shadow will be set at an angle which is resultant of rays direction and
a roofs slope. The same applies to
the tallest roof. Cornices will also cast shadows
more or less these deep. [MUSIC] This recesses are associated by this wall. It's easy to forget about
some elements here, there. In the case of the balcony, we can mark a shadow casted by the bottom plane and
then by the sidewall. Raylink will cast shadow
at the same angle, and the bolster shadow can
be joined just roughly. There are some
narrow gaps between the railing bars so we can
show it on the shadow as well.
15. 14 Summary: [MUSIC] I'm glad that you managed to wade through all of the previous lessons because you haven't skipped anything. It's been a long road from
understanding a general idea of shadows to shading
diverse solids, to constructing plenty of
types of cast shadows. Yes, there was a
lot of constructing to finally see all this somehow formal
knowledge in practice. The best way of mastering
the art of shading is obviously practicing
gradually, step by step. I'd strongly recommend to make exercises from lessons 2-11. Each of them takes only a while. Shading and especially
constructing cast shadows shouldn't be
so confusing afterwards. Also, don't forget to check out the project section and get an individual feedback
on your drawing. Thanks for watching. [MUSIC]