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Jessica Oyhenartさんのイラストまとめ


Visual Development Art Director @RiotGames MMO Project. Fan Artist. Occasional Illustrator and Visual Designer. Tweets and thoughts are my own.
artstation.com/jessibean

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Here are a handful of helpful value structures - these are common frameworks to enhance clarity, theme, mood, tone and focus the viewer's eye.

Dark on Light
Light on Dark
Contrast on Midtone
Low Key
High Key

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New Learning Thread Incoming! 🧵

When talking about Lighting + Values for that means the lighting design and the structure of the full range of light-to-dark tones in an illustration. We're going to look at alot of grayscale today.

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2. Save time to resolve the Detail Frequency. I STILL go too far when I paint, so in my polish / post fx time, I make sure to step back and look at the whole image. I use tools like the smudge brush and blur filters to push and pull the balance.

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Some helpful suggestions for mastering Detail Frequency:

1. Paint small - to literally stop myself from getting too noodly too soon, this is the same splash at actual size, left is ~2000px wide. Right is render time, scaled up to ~7000 px wide.

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With that basic structure in mind, I think it's easy to observe in splash art style how much detail frequency and material contrast is invested into the focal areas - usually around the champion's head and source of power - in this example, Graves's portrait and his gun.

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Splash art aims for 'cinematic believability', and controlling detail frequency is one way to get there - consider the illustration a camera lens, use ideas like depth of field to keep some areas blurred and others in focus.

More about camera lenses: https://t.co/qEO9bsn8ls

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Learning stuff incoming! 🧵

Detail Frequency, the amount of detail packed into an area of an image, is important to a highly rendered The goal is balancing high intensity and areas of rest to focus attention. Here are some heat maps I made to illustrate this.

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One more, cause I really like fanart...

Original - Fanart

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