Line art is spot on (almost looks like you "schleyed" it up) and the colors promising. I'm eager to see it shaded
Its a pleasure being of some small assistance
Free parchments | Free seamless textures | Battle tiles / floor patterns | Room 1024 - textures for CC3 | GUILD CITY INDEX
No one is ever a failure until they give up trying
Line art is spot on (almost looks like you "schleyed" it up) and the colors promising. I'm eager to see it shaded
Your work on this is incredible. The line work is stunning and your coloring is beautiful. Shadows are a hard part on these complex buildings, One thing to make sure of is knowing the location of the building and which way it's facing, so that a northern hemisphere would have a southern exposure, north shadows, then depending upon time of day, how long the shadows might be. You probably know this just making sure. Looking forward to seeing this advance, great job, always love your work.
Thanks snodsy and Ilanthar.
Here is small update with different buildings and trees.
Heianjingu_v2.0.jpeg
Buildings have all shadows. I may play with their opacities later on.
As for the trees.... I didn't realise this will be so complicated. Right now i am drawing shadows cast by trees on ground and other lower trees. That will help define which trees are higher and which lower. Later i will also add shadow to the lower right side od every tree. Here is question. I think the additional shadow should double the shadow that already is on the trees, making them even darker in some places. It that right, or should all the shadows of the trees be same tone?
I just knew this map was going to turn out beautiful!
Good question on the tree shadows - you've done an excellent job of making them seem three dimensional. They're already popping out of the screen at me even though you haven't finished the shadows yet.
This is only thinking out loud, but... house shadows are solid and would not be additive, because they are either there, or they are not (mind you the depth of the shade cast by a house will also depend on how much light is being scattered back into the shadow by neighbouring whitewashed walls or a pond for example)
Trees on the other hand cast canopy shadows, which are dappled rather than solid - sunlight still leaking in - potentially around every leaf in a sickly tree, so its conceivable that a tall tree standing over a short tree could deepen the shadow beneath the two. It all depends on the thickness of the combined canopy they have between them I suppose.
Free parchments | Free seamless textures | Battle tiles / floor patterns | Room 1024 - textures for CC3 | GUILD CITY INDEX
No one is ever a failure until they give up trying
It is not done yet...
This is exactly what makes "The Shadow Theory" so confused. It seems like there should be just one same shadow over whole roof, but... either it is right or not it makes drawing better if i deepen shadow on lower roof, if there are 2 roofs stacking on each other. This helps to spot that there are actually two roofs stacking, or a height gap between a complex roof.
Is what i thought.
Thank you as always Mouse and btw. I noticed you have some nice parchment textures in your profile. You mind if i try using them in some maps ?
Go right ahead - free for any use, private or commercial (except for selling on as blank parchment in their own right of course).
I'd be chuffed to bits if I caught a glimpse of one of my parchments peeping through from the background of one of your lovely maps
Free parchments | Free seamless textures | Battle tiles / floor patterns | Room 1024 - textures for CC3 | GUILD CITY INDEX
No one is ever a failure until they give up trying