Doing some color studies again and trying to put it straight into practice by doodling a character. The pose is pretty stiff and there is no narrative going on, but this was about light and color. I added the purple light with a color dodge layer and painted into it then.
What I learned was that in the study, the most saturated part is around the terminus, while the light part gets really desaturated as well as the bounced light. Judging from the light in his eye there is a white light from above and a cool, blue bounce light. I guess this is to get to a "light-of-day" scenario, with the sun spending white light and the blue sky-dome blueish light. The occlusion - shadows were most saturated. I kinda overdid it when adding saturated bounced-lights in my doodle so in the end I toned down the saturation. I am fairly happy with the outcome, considering the time spend. But to push it to a portfolio finish, I can't get over the fact, that it is a pretty generic concept to start with. Nevertheless it was fun to do while listening to this:
Well, waddyaknow... when making a custom cursor for a game, you have to change the cursor in IE and Google Chrome to a .cur file. After failing to do it with PS I luckily found a small program called: http://www.cursor.cc
It is really cool, because it is really simple to use and has everything I wanted for the task. You can create a new cursor or upload a png of an image you want to use as a cursor. You can pixel-paint in the program, which is a bit clumsy but with 32 x 32 pixels maximum not a big deal. Besides I woudn't know how to improve on that. So yeah, I am pixel-pushing for a game I am making. Seems like I went in a time-machine and came out in the late eighties.
On we go:
This is my blog.
I will share information about workflow, my insights into image-making or just general thoughts and rants about being an artist.