>>4539171ctrl+paint has decent courses on it, but generally what an avg artist does is:
- have drawing
- pick your midtone value as the value you vaguely guesstimate the object has in normal lighting; certain materials have darker local values than others, this should be covered by the midtone; it should be roughly in the 30-65% value range i guess?
- pick the general light and shadow values, which should expectedly be lighter or darker than the midtone
- midtone for everything
- figure out which parts are in shadow and roughly block them in
- figure out the light areas and roughly block them in
- shadows are soft when the form is rounded and hard when it's faceted/has edges; the more rounded a form is the harder the shadow edge
> you should practice this with a sphere, a box, and a box with sanded/smooth edges
- figure out which shadows are darker than the others
> the lightest part of the shadow can't be lighter than the midtone; the darkest part of the light can't be darker than the midtone
- highlights are where the light bounces from the light source off the object to your eyes; it always makes a 90° angle between the lightsource and your eyes; they will always be in the light areas that THAT lightsource creates
- occlusion shadows make for darker darks, subsurface scattering makes for lighter darks
- make sure that all your shadows have the same value if they're in the same darkness; zoom out a lot
- the blue "border" is the rim light, indicating a weaker, coloured light source from behind and to her right
for a lot of these you should consult scott robertson's How To Render since he gives solutions as to how to find them.
if you want to incorporate colour into it, watch marco bucci's yt videos on how colours behave when in light or darkness (hue and saturation change)