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Rendering tutorials

Drop them
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>>7727042
I have no fucking idea what's happening in those pictures. Are those just what's on the layer + the layer "mode" (not sure what to call it)
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>>7727087
That looks like a lot of work to avoid using rebelle
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>>7727087
>>7727096
What's Rebelle?
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>>7727103
Holy fuck, the sharpness is cranked so high it's painful to look at

Also
https://www.escapemotions.com/products/rebelle/about
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>>7727103
>polished turd
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>>7727061
If you had to breakdown that workflow, it involves a clipping mask, then using blending modes. Going from establishing your lighting scheme (which is important since this establishes the mood, composition,etc ), then base colors and textures and leaving specularity as your final touches which isn't really necessary, but is similar in process to how traditional painters save their brightest highlights for the very end.
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>>7727027
ching chong nip nong to you too
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>>7727036
how do you do the last fucking step
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>>7727027
>>7727144
This shows what to do to get that Korean MMO style. It was all the rage when this tut image was made
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>>7727302
Flatten and paintover
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>>7727132
>>7727061
>>7727042
less retarded version of that process
www.youtube.com/watch?v=uUpJ5KnisVk&feature=youtu.be
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>>7727451
source ?
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>>7727032
can someone explain why this happens? why does it get more saturated there?
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>>7727087
>>7727103
Thanks a lot for posting this anon, i've been wanting for more info about that anon's process ever since i found this >>6372166 painting of his in the archive.
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>>7728491
it's because the light scatters and only red, the strongest wavelength is left. blue is mainly already scattered in the atmosphere, so the light hitting the skin is yellow and then at the boundary of shadow it's finally red
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>>7728491
Diffraction
Light hits an edge and bends then spreads onto a surface e.g. wall, skin. Red wavelengths diffuse more than blues because they're longer. More edges means more diffraction which is why you see such a pronounced effect with leaves. In skin, the effect is multiplied because of subsurface scattering, skin is translucent so light enters and scatters through blood and flesh.
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>>7728491
>why does it get more saturated there?
because artist drew it that way that's why. this is a retarded extrapolation in opposite direction from the logic where overbright areas have to be less saturated to maintain correct chromacity.
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If we're on the subject of wavelengths and scattering, is there a handy list of all the scenarios where I should be aware of which wavelengths (hues) should take precedence over others? Things like how the sky and clean water are (different tones of) blue, and how longer wavelengths lose color really fast underwater
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>>7728491
The thing with the leaf shadows has absolutely nothing to do with diffraction.

It's called halation, and it's an artifact of some analog film. Color film is made of a stack of red, green, and blue sensitive layers. Typically the red layer is on the bottom and a small amount of light will bounce off the back of the camera and cause a blurry double exposure on the red layer giving everything a faint reddish halo. It's typically too faint to see in bright areas, but it's more obvious in places where dark meets light like shadow terminators.

I'm guessing artists just picked it up from shit on pinterest and had no idea why it was there.
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>>7728797
Look up answers as you have questions instead of learning everything beforehand and question every answer you get.
Learn light from physicists, not artists.



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