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Light is something I take very seriously. I go back and forth about where light hits, and how high the contrast is between it an its shadows. In order to render the light of Azula's hideout properly, I had to map out where light would enter, and how it would hit the room.  It starts off very contrasty, but azula and toph move towards the center, and the lighting becomes more even. This allows for dark non detailed backgrounds, and well lit figures.  The door and the bed are a bit big in this example. But this is jsut a map for my rendering. 

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