I'm working on a digital painting (in SAI) and the character has a glass visor. I'm having a lot of difficulty making it look right. I'm not going for photorealism but does anyone have any advice on how to approach this? Here's what I have so far
[img]http://i.imgur.com/7iA5N4W.png[/img]
I'm working on a digital painting (in SAI) and the character has a glass visor. I'm having a lot of difficulty making it look right. I'm not going for photorealism but does anyone have any advice on how to approach this? Here's what I have so far
http://img2.wikia.nocookie.net/__cb20120408000856/creepypasta/images/1/11/Glass-of-water.jpg
Here's a link to a rather large image of a glass of water.
What I think is important to take away is the thickness of it and that even glass casts a very slight shadow. Like, on the underside of the visor I'd try to show a line of shade along the underside of the visor. Then a line of light slightly above that for some depth.
Aside from that, try to convey that it's rounded and above the face I think.
Although make a backup before you try stuff, it looks awesome so far.
http://img2.wikia.nocookie.net/__cb20120408000856/creepypasta/images/1/11/Glass-of-water.jpg
Here's a link to a rather large image of a glass of water.
What I think is important to take away is the thickness of it and that even glass casts a very slight shadow. Like, on the underside of the visor I'd try to show a line of shade along the underside of the visor. Then a line of light slightly above that for some depth.
Aside from that, try to convey that it's rounded and above the face I think.
Although make a backup before you try stuff, it looks awesome so far.
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MutationIvori
Sounds like good advice, thank you. :)
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snailcall
I try to give good advice, hope it helps. :3
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snailcall
I try to give good advice, hope it helps. :3
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snailcall additionally, glass reflects light - if you look at the reference image of water MutationIvori linked, you can see where the glass becomes white where the light is bouncing off of it. Glass is also (un?)naturally smooth, so imo it'd be important to make the lines on the shadow and highlight on the glasses themselves very clear and distinct, while the shadow being cast from the glasses on Peridot's face could be fuzzier to indicate her uh... do gems have skin? texture.
At any rate I think you definitely have a great start - the visor does look translucent; I think all that is missing is the stark shadow and highlight that glass tends to have.
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snailcall additionally, glass reflects light - if you look at the reference image of water MutationIvori linked, you can see where the glass becomes white where the light is bouncing off of it. Glass is also (un?)naturally smooth, so imo it'd be important to make the lines on the shadow and highlight on the glasses themselves very clear and distinct, while the shadow being cast from the glasses on Peridot's face could be fuzzier to indicate her uh... do gems have skin? texture.
At any rate I think you definitely have a great start - the visor does look translucent; I think all that is missing is the stark shadow and highlight that glass tends to have.