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For shading, think of skin in terms of anatomy and geometrical shapes. Some places will be more concave & dark (eyesocket) and some more convex & bright (cheekbone). The shape facing the light more will always be lighter. Use a mirror or a photo to reference irl skin and study it
As example, here I followed Muratas shading and did a soft natural light coming from above-front (ignoring the green effect I'll worry ab later). So I shaded mostly on the sides of her limbs, added blush color to the transition, then highlights around the middle part of her limbs
Skin usually has a lot of soft blended edges, but to create interest and catch attention you should include harder edges and structure too. These happen where shadows are cast (e.g when the head casts a shadow on the neck), if the light source is strong (e.g direct sunlight) etc
The saturated blush color is important in making skin look less plastic- it shows it's translucent with blood underneath. Blush should be in flushed areas where blood is more visible (cheeks, chest, ears, shoulder), as well as in between the shadows and highlights in direct light
To be more believable, none of these colors should have the same hue or the same saturation. Moreover, if you more or less know what you're doing you should alternate beetween a variety of tones based on skin zones and environment reflections so it looks more dynamic or realistic
original panel and working version.
I guess lesson learnt is stay away from blue sky direct sunlight compositions
Uraraka Ochako, forcing the issue
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