Oh hey! You're an artist? Draw a sphere...
>>2729721
You first, OP...
OP pic related
>>2729721
Spheres suck ass to draw.
Couple of months old.
Sphere?
>>2729721
Your sphere has butt cheeks
>>2729721
>>2729721
Cast shadow is misplaced/misshapen and too dark for a white ground plane. The shape of the core shadow is incorrect, and the reflected light in the shadow is too extreme for a matte surface (if it isn't matte then there are numerous other problems).
>>2729748
>vortex in sphere thread
>>2729753
You have infinity too few planes
>>2729799
Try a simpler light setup for now, you are not at a level to draw 4 overlapping light sources.
>>2729824
It's lumpy and not really a sphere. The angle which you placed the light source means the cast shadow should be a lot longer. The point where the sphere meets the ground should be darker from occlusion. There is too much value variation within the light section on the sphere, you made it go to pure white on the planes that are perpendicular to the light source, but they should be more of that light grey local value you are using.
>>2729850
Shit
>>2729865
>Critiquing spheres without posting a sphere
>>2729901
I did post a sphere--the shiny black one--hence calling it shit rather than leave a crit.
yes
>>2729905
Work on smoothing your digital lines rather than leaving strokes behind.
>>2729721
why is it so damn hard to find a photo of a sphere on a table... ughh
>>2729934
Just grab an egg from your fridge and put it on your desk. It's close enough to a sphere (actually may be more useful to learn from since it tapers) and it is already a flat white local colour.
OC
For your edification:
http://stream.byui.edu/VideoPlayer/BYUIplayer.html?StartCue=0&EndCue=1566&VideoName=130314_art110_ShadingSphere&VideoType=lectures
https://courses.byui.edu/art110_new/art110/week06/shading_sphere.html
https://courses.byui.edu/art110_new/art110/week12/white.html
>>2730053
Stupid chart, both for context and presentation.
>>2729942
>tfw no eggs ever in fridge...
first sphere, no hate pls
Seriously though, how do you do this shit, this little rounded fucker took me 20 minutes despite my graphite spheres being smooth like a shaved ballsack
>>2729934
Because it keeps rolling off.
>>2730108
Whats with your contrast/brightness? Jesus man.
>>2730195
Nice!
Does this look like chrome?
they always look phony as hell
>>2730313
>Does this look like chrome?
Not really. You need to pay more attention to the edges within it so it's the same as the environment but a bit crisper in areas where it gets compressed. You also can go lighter in the reflections of the sky, especially where it is reflecting the sun more directly. Lastly you forgot to include a reflection of the ship in it.
>>2730337
its in front of the ship why would you see the reflection ?? ? ? ?
>>2730108
Your values are really washed out. The cast shadow would be darker especially near where the sphere touches the ground. If the sphere is meant to be highly specular as it look like you are trying to do, then the ground plane reflected in it should be lighter, as should the reflection of the light source.
>>2730181
Cast shadow is misplaced. The soft edges everywhere too makes it easy for you to hide things like how the terminator looks, so maybe try defining things more to make sure you can get it right.
>>2730194
Try to get rid of the banding in the gradations. Your cast shadow should be more of an ellipse and less pointed. The white environment would be affecting the value of the shadows more. Based on the proximity of the light source given how it is affecting the sphere, and the size of it based on the specular, the cast shadow would have a fairly strong penumbra.
>>2730195
Too many hue shifts, you are losing the sense of local color. The cast shadow also would appear a bit on the ground to the right of the sphere too. I think there would be more ambient occlusion near the contact point of the sphere and ground.
>>2730269
Really messy edges. The cast shadow is too dark for a white ground plane.
>>2730330
You are exposing it oddly so you are losing color as you get planes more perpendicular to the light source. This shouldn't happen, keep it more uniform in value in the lights and keep the chroma intense throughout, don't wash it out to white/gray. Some photography shows the most saturation near the terminator, but this is false and the most saturated parts are in the full light. Part of the phoniness of your image is that it is floating in an empty space, and the ambient light filling the shadows is set up to fill it fairly evenly from the right so the core shadow is complete uniform. The way you put that blue from the Fresnel effect also looks out of place.
>>2730339
A chrome sphere reflects things that are behind it too, though they will be compressed and bent and only along the edges of the sphere. Think about how things like vertical mirrors that you look along, or puddles on the ground, can reflect objects behind them. A sphere has infinite planes, so some of the angles on it will be the same as those two scenarios I just described and is shows things behind it.
You can google for images of chrome sphere and see yourself, or set one up in a 3d program.
>>2730344
Thanks, I'm a phony sphere. Is Frensel effect the rim light on a shadow side? Is it out of place because of color or because it should be on the illuminated side?
>>2730358
>Is Frensel effect the rim light on a shadow side?
Fresnel effect is just when the angle of incidence gets low a greater proportion of light is reflected as a specular instead of diffuse. Usually this appears as a weak "rimlight" on a sphere, since it picks up light from the sky.
It technically appears on the light side too, but it's usually too weak an effect to be seen over the main light source.
In yours it looks a bit odd from the colour I guess, and the way it is lighter than the environment when it should be a reflection of the environment.
ultra spooky edition
>>2730362
Tried to put it down and fix a little but still not sure
>>2730374
It's probably more like this...
Because it is so easy to just make a circle selection and whip out the soft brush, here's some trad stuff.
>>2730442
This turned out like garbage.
Fuck it, I don't even like circles.
>>2730313
I gave it another try, though I don't know if this is any better. The reflection of the mast helps I guess, but other than that... This is so hard to wrap your head around, no pun intended.
please help me
>>2729905
>replying to your own post to call it shit
>>2730817
Draw a circle first then start working on render the volumes with light sources. It will be shit because you are not really good (chicken scratching, lines are confused), but at least you would be studying volumes properly instead of blindly guessing.
>>2730515
Needs more chromatic abberation and grain
>>2730933
ur wlcm bby :)
>>2729721
>>2730886
Cast shadow is wrong shape. Highlight is too big. Contrast is weird.. Looks like a crappy comic book sphere.
>>2730849
Is this out of 10?
ass poop
>>2731072
Out of 100.
>>2731085
Cast shadow is incorrect direction.
>>2731178
oh damn, you're right
>>2731178
Not according to the specular light
Anybody else at the level where anything they draw looks like a masterpiece?
I mean look at this beaut. Must have spent 15 minutes on it, and it's definitely the most dynamic sphere in this entire thread. Look at all that light refraction action I got going.
Could you honestly put forward any criticisms that would refine my art any higher than the level it's at?
>>2731210
No, according to the light source indicated by the highlight. Either the cast shadow is in the wrong direction or the highlight is in the wrong spot.
>>2731238
The highlight never points directly to the light source
There needs to be an aptitude test on this board before people are allowed to give critique
I don't want to be cocky, but I think mine is the best.
>>2731244
Yeah it's surprising how many people get it wrong. Lighting a sphere is considered to be one of the most basic exercises, but to do it well it is actually extremely complex, especially once you introduce any degree of specularity to it. That billiard ball you posted is a bit devilish is some ways. It really is only a "basic" task in the sense that it covers essentially all lighting things so once you know it you can paint most other objects.
>There needs to be an aptitude test on this board before people are allowed to give critique
That's being a bit extreme, and you know it. Especially for this exercise considering the source of the image you posted also shows how just about every instructional book out there gets this wrong, including many famous ones like Loomis. With that amount of misinformation flying about as fact, it's hardly surprising so many people struggle with this.
2 seconds on paint
>>2731558
so hot
>>2731088
That is very generous of you.
>>2731558
let me try
>>2734437
are you the people-person who makes emojis?
>>2734437
How is the shadow at the top supposed to work?
>>2734444
kek
also nice numbers
>>2734587
it doesnt could be a shiny plastic then it might work but still wrong
>mfw /ic/ will never reach that level
is this correct?
whats wrong with me shit sorry i dont have a scanner
>>2736720
>>2736723
fuck im a nonresizing shitposter like the ones that i h8
>been drawing for 5 years
JUST
>>2737036
to be fair I only spent less than a minute on it.
>>2737036
post work
>>2737039
As a hobby... and I don't practice as much as I should. This is most recent.
>>2737060
Your comfort zone must be really comfortable.
whats this fckn sht
>>2737799
Specular reflection of the paper, table, and wall. Since the ball is a sphere the reflections get bent and distorted.
Looks like no one on /ic/ can draw a passable sphere. You better practice fundamentals more or you're never gonna' make it.
>>2740484
Drawing a perfectly lit sphere on a flat plane is actually incredibly difficult. It requires immense knowledge to do it right even though it sounds simple.
If all you practice is drawing spheres though you're never gonna make it. /ic/ seems to think you can't move on until you master the "fundamentals" so you get guys drawing straight lines and ellipses for months and not actually learning how to draw.
I tried to draw it layer by layer but in the end it gets too smudgy. Any advice?
>>2736307
>explaining the form principle with a glossy material
>>2742144
-Try to keep your strokes consistent so you won't damage the tooth of the paper.
i.e. always from top to bottom and not scribbling in every direction.
-Use something like a tortillion (those paper stumps) to fill in the gaps you'll get from the paper.
I often use a little stick, a bit of wood sharpened with a pencil sharpener to do this.
-keep your fingers clean
and read this
http://www.thedrawingsource.com/value-drawing.html
>>2742150
>Use something like a tortillion (those paper stumps) to fill in the gaps you'll get from the paper.
>I often use a little stick, a bit of wood sharpened with a pencil sharpener to do this.
To clarify,
those paper stumps often blend too much, making your drawing / edges very soft. that's why a little stick is perfect to fill in the tone.
experiment with sharp pencils too.
>>2730053
Shit. I don't even know which tools you'd use for most of that.
Digitally, I mean.
>>2736307
Thats a shit guide, so many wrongly forced points.
No wonder they look so bad
>>2742165
Post a sphere. Either you're trolling or can't draw.
>>2742255
He's right that it's silly to use a shiny sphere to demonstrate form to a beginner. Those introductory labelled spheres should be very matte.
you get the idea. yes i left an outline
>>2742388
>you get the idea.
lazy
Wrong one, lol.
>>2742414
im sure its easier on a computer
>>2742261
No one ever said this is a beginner thread.
>>2742416
Reflected light is wayyy too bright.
>>2742488
But it is, worse is that you've been following the wrong guide and to no surprise failed
Please rate
>>2742939
You can't fool me, that's a projection of a hypersphere unto a 2D-plane.
>>2742150
I think that will just smudge the tone into photorealism. I'm aiming for pic related.
>>2743192
>when you accidentally a photorealism