05-14-2009, 02:02 PM
no, no no no no.
pillowshading is shit always and should always be avoided.
theorically, pillowshading implies that the lightsource would be placed between the viewer and the object. but even in that case, pillowshading is basically shading gradientally an object by simply following its contour with sucesive tones from a darker outside to a ligher center, and treat ever single shape in an object individually.
left is pillowshading, right is correct lightsource
it doesnt make sense and its completely wrong because it would mean that every part of your body has exactly a small lightsource on its center and this part its not afected by the rest of the said small lightsources.
Also Diferent materials react diferently when hit by light. not all metals are totally shinny. just like in this sprite.
remember that it also depends if your shading wants to give a more realistic look or its a more simple cellshading.
about Anti-Alias, the main idea is to soften the trasition between to contrasting colors generating a more smooth and clear result. since there is not really a formula to AA stuff, everything come out from experimentation, practice, and common sense. it depeneds purely on what you're looking to do, when its posible, and when its necesary. yes because ANTIALIAS IS [u]NOT A MUST[/u] and neither is a part of the shading process.
smaller sprites like yours do not require and should try to not antialias, sinc ethe limited area you have to work demands the highest amout of readbility posible in order to be able to identify what you are suposed to be viewing, easily.
pillowshading is shit always and should always be avoided.
theorically, pillowshading implies that the lightsource would be placed between the viewer and the object. but even in that case, pillowshading is basically shading gradientally an object by simply following its contour with sucesive tones from a darker outside to a ligher center, and treat ever single shape in an object individually.
left is pillowshading, right is correct lightsource
it doesnt make sense and its completely wrong because it would mean that every part of your body has exactly a small lightsource on its center and this part its not afected by the rest of the said small lightsources.
Also Diferent materials react diferently when hit by light. not all metals are totally shinny. just like in this sprite.
remember that it also depends if your shading wants to give a more realistic look or its a more simple cellshading.
about Anti-Alias, the main idea is to soften the trasition between to contrasting colors generating a more smooth and clear result. since there is not really a formula to AA stuff, everything come out from experimentation, practice, and common sense. it depeneds purely on what you're looking to do, when its posible, and when its necesary. yes because ANTIALIAS IS [u]NOT A MUST[/u] and neither is a part of the shading process.
smaller sprites like yours do not require and should try to not antialias, sinc ethe limited area you have to work demands the highest amout of readbility posible in order to be able to identify what you are suposed to be viewing, easily.