# Vector pathway, linear perspective

 08 August 2013 heliosphan New Member portfolio Tom United Kingdom Vector pathway, linear perspective Hi, just working on this vector and struggling with the atmospheric perspective of the path I've applied a gradient for the time being but it feels like a tacky way of doing things... Need the same transition of colour without just blocking the colours in horizontally cos that looks awful [img//]http://i.imgur.com/kIGYFl1.png[/img] Last edited by heliosphan : 10 October 2015 at 06:54 PM. share quote
 08 August 2013 heliosphan New Member portfolio Tom United Kingdom Decided to just stick with the gradient Can someone tell me if these shadows look like shadows? [img//]http://i.imgur.com/osOTVAC.png[/img] Last edited by heliosphan : 10 October 2015 at 06:54 PM. share quote
 08 August 2013 heliosphan New Member portfolio Tom United Kingdom Changed the shadows [img//]http://i.imgur.com/FGi6k7N.png[/img] Last edited by heliosphan : 10 October 2015 at 06:54 PM. share quote
 08 August 2013 heliosphan New Member portfolio Tom United Kingdom [][][][][][][] Last edited by heliosphan : 10 October 2015 at 06:45 PM. share quote
 08 August 2013 heliosphan New Member portfolio Tom United Kingdom I've decided I don't like the grass anymore... The difference in colour between each section makes it look hilly, but I want it to look flat. Any advice? [img//]http://i.imgur.com/iUx0o2K.png[/img] Last edited by heliosphan : 10 October 2015 at 06:54 PM. share quote
 08 August 2013 Lunatique Pragmatic Dreamer   portfolio Forum Leader Robert Chang Artist|Writer|Composer Photographer|Teacher Lincoln, USA Yes, vertical gradation. That's what I meant. And yes, you have to extend the lines past the contour edge of the object until you hit the surface the shadow will be on. Along with the perspective of your scene (mapping perspective to the vanishing point), you'll be able to get an accurate shape/size/placement of your cast shadow. share quote
 08 August 2013 heliosphan New Member portfolio Tom United Kingdom Thought I'd post an update on this [img//]http://i.cubeupload.com/HADrJ9.png[/img] Last edited by heliosphan : 10 October 2015 at 06:53 PM. share quote
 08 August 2013 Lunatique Pragmatic Dreamer   portfolio Forum Leader Robert Chang Artist|Writer|Composer Photographer|Teacher Lincoln, USA Looks better to me. The clouds are a bit unnatural. Try having more organic shapes overlap instead of this homogenized crisscrossing. The blades of grass overlapping the road looks a bit odd, as if they have all been flattened against the ground. Try having them angled upwards instead (unless you want them to look flattened). share quote
 09 September 2013 fellows27 Explorer portfolio Arin Fellows 2D Illustrator Los Angeles, USA Definitely looks best in your most recent iteration. Like the clouds! For the shadows on the trees, remember that the shadow of the tree in front will look "longer" from this point of view than the one in the back. The shadow for the front tree would likely go off the edge of your drawing, while the one in the back would remain fully within frame. All of them should overlap the right edge of the path. Also, if the trees on the left side have shadows, so will those on the right side. They might be more broken up by the grass, but they'd be there. Try going out to the park around the time the sun would be where it is in your drawing and looking at how the shadows are cast through the grass. Even if this isn't how you'd like to represent it, that could give you a lot of good ideas for how to make those shadows. Hope this helps! Good job! share quote
 09 September 2013 heliosphan New Member portfolio Tom United Kingdom Thanks for the response again Lunatique [img//]http://i.cubeupload.com/LJ5vZv.png[/img] Last edited by heliosphan : 10 October 2015 at 06:53 PM. share quote
 09 September 2013 heliosphan New Member portfolio Tom United Kingdom Thanks for the reply also, fellows27. For some reason your post has only just appeared and wasn't there when I posted the last time. share quote
09 September 2013
The grass still looks odd, like they are either pointing up, or flattened against the ground. I did a quickie paintover to show you what I mean.

In the attached image, the magenta marks how your grass is either up, or down. The yellow marks how they can look when angled and overlapping the road more naturally.
Attached Images
 LJ5vZv-rob-edited.png (26.0 KB, 29 views)

 09 September 2013 heliosphan New Member portfolio Tom United Kingdom Originally Posted by Lunatique: The grass still looks odd, like they are either pointing up, or flattened against the ground. I did a quickie paintover to show you what I mean. In the attached image, the magenta marks how your grass is either up, or down. The yellow marks how they can look when angled and overlapping the road more naturally. Yeah I assumed that's what you meant, having trouble with it though. Can't seem to get it to look right. Part of the problem is that most of those blades in your paintover wouldn't be visible unless I made them a separate color to the horizontal band of grass that they're covering. Last edited by heliosphan : 09 September 2013 at 10:16 PM. share quote

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts vB code is On Smilies are On [IMG] code is On HTML code is Off CGSociety Society of Digital Artists www.cgsociety.org Powered by vBulletinCopyright ©2000 - 2006, Jelsoft Enterprises Ltd.
Forum Jump
 Please select one User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home -------------------- Gallery     Latest Entries     Featured 2D     Featured 3D     CG Awards     Community Awards Main     News     General Discussion     Off Topic     Recruitment         Temp Job Board Challenges     Rival Crimson X Chaos     Education     Demo Reel     Portfolio Review GROUPS WIP ADVICE     Pro Select     Art Direction and Interviews     New 2D/3D Sketchbooks 2018     WIP 2D/3D & Animation         WIP/Critique: 3D         WIP/Critique: 2D             Speedpaints & Sketchbooks         WIP/Critique: Animation     Partners and Groups         Kitbash 3D Thunderdome         Collaborative Projects Autodesk     Autodesk Maya         Maya Dynamics         Maya Rendering         Maya Character Setup         Maya Programming     Autodesk Miscellaneous         Autodesk MotionBuilder         Autodesk Mudbox         Autodesk Softimage             XSI: Programming             ICE: Interactive Creative Environment     Autodesk 3ds max         3dsMax Tutorials & Tips         3dsMax Resources         3dsMax SDK and MaxScript         Plugins & Add-ons         Particle Flow     Mudbox Featured Gallery ZBrush     Featured Zbrush Gallery     Pixologic ZBrush     Keyshot     Marvelous Designer Texturing     Allegorithmic Substance         Substance Designer         Substance Painter         Substance Featured Gallery     Texturing XYZ     Mari     Marmoset Toolbag Software     Maxon Cinema 4D         Cinema 4D Resources     Side Effects Houdini     Compositing Software         The Foundry Nuke         Adobe After Effects         Autodesk Effects and Compositing         Eyeon Software Digital Fusion     Additional Software         Lightwave 3D             LW Resources             LW Tutorials         The Foundry Modo             The Foundry Time Travel Challenge         E-on Software Vue         Photoshop / Painter         Blender         3DCoat Techniques     Art Techniques and Theories     Digital Matte Painting         Digital Matte Painting Mini-Challenge     Modeling         Modeling Challenge             Member Model Collection     Texturing and Surfacing     Character Rigging     Animation     Lighting and Shaders         Lighting Challenges     Compositing and Editing     Anatomy and Figurative Art         SPOTLIGHT: Best of the Artistic Anatomy and Figurative Art Forum         Tutorials and Workshops         Personal Anatomy & Sketchbook Threads         References, Resources, and Supplies Technical     VR/AR     Master Virtual Reality with BrioVR     Workstation Builds     Game Engine     Graphics Programming     Technical and Hardware
Miscellaneous

All times are GMT. The time now is 09:26 PM.