WIP: Stargazing at the University, an allegory


#1

Hello! Currently, I’ve been work on a first ever digital painting (using Photoshop), and taking my time, learning a lot as I go along. I want this work to be the best it can be - and if it can be exceptional in the end, even better! As a result I would love feedback - I would be particularly interested in critiques about the distribution of value, light, and the convincingness of space and forms. Also, as my next step will be to further explore and push color, I would be curious as to opinions about my current experimental warm-cool scheme. I’m also wondering if I should investigate adding a texture to the three main columns, and if so, what kind of texture?

Sorry, attaching images shortly…


#2

It looks pretty bad from a “believability” level.
If one assumes that we are inside a structure similar to the one seen outside through the window, the walls undulate and bend at fantastical angles, which is nothing like the structure in the background. None of those structures look undulating and wavy, so this bizarre perspective is purely inside. Combined with the very poor lighting (too dark of ambient light for all those windows, and the “spots” of light and dark look very amateur), this is not the most effective of renderings. The Art Nouveau designs on the walls are cool, tho’.

~C


#3

The space is supposed to be art nouveau and Gaudi-inspired, so I took some liberties with the undulating architecture. However, if you think the exterior could be adjusted to match the interior in a more convincing way, or vice-versa, I’d love to hear your Photoshop technique insights. Would a clever warp adjustment be enough?

Also, wouldn’t dark shadows be quite in order, considering the structures stand against the brilliance of the setting/rising sun, which would push contrast? It would almost seem I haven’t developed the contrast enough - except for the fact of the glowing shells on the walls. Not certain if I’m fully content with the glow intensity of the shells, ofcourse. Too bright?

And if you have any insight into shadow development/painting technique for wide structures, like walls, or know of any tutorials you could direct me too, that would also be helpful. Thank you. (I was just thinking - maybe I should go for a curving contour cross-hatch?)


#4

The cross hatch would look interesting.

It’s not the curvilinear shape of the windows, as much as the perpendiculars. they curve into the room, as if the windowframes were warped, rather than organically shaped…It’s hard to explain in 2D…

As for your shadows, you have the setting sun shining into the structure through very large windows. The ambient light would well illuminate the room for the amount of light still in the sky. Your house does not turn dark in the afternoon unless your windows are few or small.

Notice how even in the darker room, you can still see a fair amound of lit detail, from the outlet on the wall, the cushions on the chair, even the baseboard heater…The closer you get to the window, the better the illumination. The people would not be so bathed in shadow as you have them, just as the room itself would not be so shadow laden…
You have pushed contrast too far already, with the inconsistencies making it hard for you to push it much more without totally blowing out any semblance of “believability…” The shells, like the highlights on the book, and the skin highlights are too bright, and from different directions. Better for you to re-evaluate the lighting and shadows to better reflect the environment you are painting. If you want all those shadows, you will have to lower that sunset quite a bit more…

~C


#5

Thanks for the clarification! I really appreciate you going through the trouble of providing photo references.

I’ve also spent the evening doing further research, investigation, and reflection.

For instance, I looked into the nature of perceived perspective distortions in general, such as the fish eye effect, and how it distorts photos. I contemplated whether I wanted to play into this fully, and tried some subtle warp and distort effects to the whole or just the left side of the picture (to “balance” out the right), but was dissatisfied with the results. Either I need a better way to create the effect consistently, or I don’t want it. I think it would be best if I could just communicate to the audience that the walls are curved and tilt in at an angle over the figures. I think less “amateur”, more thoughtful, descriptive contour-following shadows might help this - thanks for the insight!

As for the lighting issue, I also did some research. I found a great inspiration example by Raphael Lacoste: Path to the Gothic Choir, http://features.cgsociety.org/story_custom.php?story_id=3515&page=2, in which the sun is at about the same point in the sky. I can see what you mean about the ambient light - or at least perhaps more spill light on horizontal surfaces would be in order. Plus his scene is set at a lower altitude than mine - the relationship to the sun is different. I’ll keep playing with my options.

Thanks again for your time!


#6

From what you are describing, it sounds like you are attempting 5 point perspective, which is achievable, just a bit time consuming to make it look right…You may even find graph grids onliine to draw it out. It’s not the windows themselves, as much as an odd, horizon-line type warp to the room that is racking out the window frames. It’s like you are drawing a square floor, but attemping to make the walls circular. I think you can achieve the effect you desire, though.

Nice reference for the lighting, if only to help you envision more ambient light for this scene. You will seldom to never find exactly the right ref. image. The point is merely to give you a conceptual foundation of what the eye would normally expect to see in such a scene, so that you have a startng point. Artistic License will always take over at some point. That’s why it’s called “art.”

Glad I could help, best of success to you!
~C


#7

I love that list of perspective types and their descriptions, nice share!

As much as I’ve appreciated CybrGfx’s detailed input, I would also love to have instructive insights from others as well, so keep them coming, guys!

:slight_smile:


#8

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