Shadow control and basic volumetrics
Use simple 3D lights and shapes to build shadows that describe volume and support a paint-over.
What it is
You use simple 3D geometry to block in cast shadows and form shadows before painting. Place and aim a light, then check whether the shadows show where planes turn in space.
Work with rough proxies such as boxes for buildings, stretched cylinders for limbs, and a rough bust for a head. Adjust the light's height and direction as you test how shadows fall across each form.
Manage shadow hardness and intensity for an exported pass. Balance soft penumbra, the gradual edge of a shadow, with firmer core shadows. Keep enough value information for hand-painted nuance.
Why it matters
Shadow control helps a 3D pass describe forms and provide a sound light structure for painting. Weak control can create flat forms, shadows that cut across faces and props, or dark areas that lose detail.
You can check it when
- ✓Set up boxes, cylinders, and spheres, then light them so one still frame shows each form through its shadow pattern.
- ✓Adjust light angle and distance until shadows on key areas, such as faces or focal points, follow the forms without creating confusing breaks.
- ✓Check an exported lighting pass for shadows that are dark enough to read while retaining form detail for painting.
- ✓Vary shadow softness deliberately, with softer edges across distance and sharper edges at contacts.
Related skills
- Source size → hard vs. soft light
- Cast shadows (direction, softness)
- The shadow family (core, form, cast, contact/occlusion)
- The edge spectrum (hard, soft, lost, found)
- Creating useful lighting passes for paint-over
- Light types (sun/directional, area, point, spot, HDRI/environment)
- Refine in 3D (adjust proportions/design, establish lighting, render base)