Getting a Handle on Direct Lighting
This
is the eleventh in a series of articles on drawing for animation.
In these articles I will be presenting the theory and practice of
drawing as a "how to" instructional series. The lessons
are based upon the Vilppu Drawing Manual and will in general
follow the basic plan outlined in the manual. This is the same material
that I base my seminars and lectures on at the American Animation
Institute, UCLA, and my lectures at Disney, Warner Bros. and other
major studios in the animation industry, both in the U.S. and their
affiliates overseas. If you have not seen the previous lessons starting
in the June
1998 issue of Animation World Magazine, it is recommended
that you do. The lessons are progressive and expand on basic ideas.
It is suggested that you start from the beginning for a better understanding
of my approach.
Direct Lighting
In the last chapter, we discussed indirect lighting, the
modeling tone, and started on atmospheric perspective, which
we will be dealing with more in Chapter 12. Direct lighting
is what we normally see when we have a strong single light
source. Sunlight on a clear day is an example. The basic elements
of direct lighting are highlights, halftone, core, reflected
light, and cast shadow (see Illustration No.1). The luminosity
of a drawing is affected by how the reflected light is surrounded
by the core and the cast shadow. In thinking of the reflected
light, each surface that the light reflects from is, in essence,
a light source. In practice, it is generally a good idea to
use only one reflected light and one direct light. It is important
to always keep a clear distinction between the direct light
and the reflected light.























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