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Additional resources for Alexander Kluge: Raw Material for the Imagination (Amsterdam University Press - Film Culture in Transition)
It sounds odd, but I find it helps to think about light in the same way that software applications think about it and break it down into individual components. Many software applications allow you to work in 3D. In these applications (and in some 2D applications, too) you can add lights to the scene. The main light types are directional, point, parallel, and ambient. • Directional lights include spotlights, torches, floodlights, or any other light source that can be pointed in a particular direction.
The first thing you need to do is decide on the directions the strokes should follow. To do this, I find it helps to lightly sketch rough guides around the shape. 15). If you can’t picture how this would look, just get an apple or other spherical object and stretch elastic bands around it. Now study the shapes and directions they make. 15 You can draw rough depth guides to determine the direction the shading will follow. Directional Lighting To determine the positioning of the shading on the apple, you also need to decide where you think the light source will be.
Drawing correct perspective is a little tricky, so most artists use guides to help them out. I’ll show how to create these in the following exercises. Optical, linear perspective guides were devised during the great Renaissance in Italy in the fourteenth century. Architects and artists discovered that they could apply generic rules to make their paintings appear more three-dimensional. Filippo Brunelleschi is the man credited with the initial discovery of this perspective theory, but the rules were used more famously in paintings by other artists such as Leonardo da Vinci and Piero Della Francesca.