You have done your basic assignments throroughly, now you will have to implement the concepts and skills you had learned in sketching so far , in your mock tests sketches. submit next mock test implementing the feedback.
Submit mock test 1, 2, 3.
Submit next asssignment...
Submit next set of assignments on 14th evening by 5 PM...
Submit other 2 perspectives nad new assignmetns..
Submit next set of assignments...
Submit the assignments asap.
Submit the pending sketch to proceed with the sketch development course...
Submit mock test 1, 2, 3.
Submit next asssignment...
Submit next set of assignments on 14th evening by 5 PM...
Submit other 2 perspectives nad new assignmetns..
Submit next set of assignments...
Submit the assignments asap.
Submit the pending sketch to proceed with the sketch development course...
3 comments:
Sir I am able to submit only mocktest 1. I'll try my level best to submit rest of the two today itself.
Since this would be me my last day in short term sketch development course, any last minute tips regarding attempting of the drawing paper, or any suggestions to improve my mistakes?
My shading skills are weak as far as depiction of different materials is concernd. I do same type of shading for any material.
Sir please can you give me some tips regarding shading in diff materials.
relfections, transperency, texture, shades and shadows. these are the elements that differentiate the various material types.
Understand what type of material does the object you are trying to depict is . let us say it is a glass....so it would be transperent, highly reflective. the objects seen through the glass look distorted, so if you are overlapping hte glass with any of the r object, the areas where the object gets overlapped should appear distorted.
if the object is of ceramic, it is opaque and has smooth finish, so the shading doe to be it should be smooth and the surface to be refelective. the refelctive feeeling can be brought in by showing white highlits on the objects...
do a similar analysis and represent it in your rendering...
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