Texture: How do you know where to draw the shadows?
1:54 AM, Saturday March 9th 2024
Hello! While I think I grasp the concept of cast shadows, there's a couple of things that confuse me a bit when actually executing it:
1) How do I determine where the light source is coming from? The question behind this question is if I look at a surface where sunlight or light is hitting it full on, how do I begin drawing cast shadows when there are literally no shadows?
2) This is sort of tied to the first question, but I have an easier time conceptualizing cast shadows when the surfaces are super spiky and have protrusions (reason being that they cast very obvious shadows). But when surfaces are smoother (like the surface of a grape) where there are very slight grooves and bumps, if any, how do you determine where the shadow is cast?