Shading and object’s generators


In order to transpose something that we perceive in real life as being 3D into something 2D, we will have to apply some rules of shading: the shading created on the object’s generator lines. The arrows show the direction of shading of each primary object.

 

For every object we shade, first we must make a delimitation of shading areas like here:

– lighted area – named L,  light gray area – gray1

– dark gray area – gray2, black area – b and reflex – R

For example, let’s say we have this light source named L projected upon this cube. Then we will have the top of the cube (1) shaded with light gray, the side 2 of the cube, shaded with dark gray and the third side (3) will be black. The Rs are the reflex between the sides of the cube. All objects have R (reflex) areas, because in real life objects have smooth passages between light and darkness.

 

 

 

 

 

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See here an example of how to shade a cube, using the scheme we have just learned.

 

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We will observe that we have 2 kinds of shades:

– the cast shadow

– the own shadow

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