Quote:
Originally Posted by geneticfrog
it was acutally a good example of pillow shading but this guy dusti always has something negetive to say no matter what you post apparantly.
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What I posted was not negative, and this is the root of what the hell is wrong with you posting. You misinterpret logic and reason as someone being "negative" or that it's something personal. I disagreed with your post, but that doesn't mean it's negative until you make it out to be. Then things go downhill.
Quote:
Originally Posted by geneticfrog
just beacause the pillow shading wasnt applied EXACTLY HOW DUSTI SAIS to all surfaces doesnt mean its not pillow shaded on some surfaces that it was applied to...... -_-
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Except it's not pillowshading and that absolutely nothing is wrong with Crow's edit. In fact it has the same exact shading as mines except it has more buffer shades.
Quote:
Originally Posted by geneticfrog
"'pillow shading', a great evil spoken of by pixel artists in hushed tones. It is the work of the devil, and appears to assume a single point light source hanging directly between us and our object. "
since there was no brightness ontop of the hat you showed us. yet it was bright infront of the hat. i can only assume the light source was applied as a pillowshading light source.
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No, that is NOT what pillowshading is. Like I said before, a lightsouce between the viewer and the object CAN create pillowshading, but not always. It's generally frowned upon to use that lightsource because it's a poor choice and often does create pillow shading, but that is not what pillowshading actually is. When you choose a lightsource between the viewer and a sphere it creates pillowshading because you light the sphere from the center outwards. However if you were to choose this same lightsource with an isometric cube it would not create pillowshading because the lightsource does not agree with the outline and volume of the cube. Not that Crow's hat uses this lightsource at all.
This is where things differ, and why pillowshading is actually when an artist is unfamiliar with volume and lets their shading follow the outline of an object rather than actually using any lightsource at all.