>[!card|hero dark]
> ##### Using hard & soft edges to better render shadows and forms.
> ## Hard vs. Soft Edges - Guide to Shadows
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>[!grid]
>>[!question|tag] **[[Home]]**
>
>>[!question|tag] **[[Tutorials]]**
>[!infobox] Brushes Used
>- CSP Default G-Pen
>- CSP Default Airbrush
>- [[Paint's Brush (No Pen Pressure)]]
> [!question|query]
>
>_From Tumblr_
>**feedingwolves**
>
> I’m on mobile so I’m having a bit of trouble navigating and finding the FAQ, so sorry if this has been asked a bunch before, but: the way you draw and render muscles is sooo satisfying + accurate and I was wondering if you had any resources you would be able to share that helped you with understanding musculature better? I’m at a bit of a plateau right now myself
> [!hr|ros]
> [!columns|ruled]
> > [!col|w6]
> > Hey omg tysm!!!! Absolutely no worries!
> >
> > I don't have anything for understanding/drawing musculature _specifically_, and a lot of what I had learnt was self-taught through studying references a lot.
> >
> > I find, though, tutorials on utilising 'hard vs soft' edges in painting/rendering were rather helpful, and very relevant to rendering muscles since they require quite a lot of _edge control_. I found this was also the point in my art journey where I felt really stuck/felt like I was at a plateau myself, so when I finally got a grasp on hard/soft edges, I could almost feel myself 'level up' as an artist haha.
> >
> > There's probably a million different resources out there just about this, so I won't bore you with what would essentially be a drop in the ocean of how-tos, so this is a super quick run down of what I'm referencing.
> >
> >##### Definitions
> >
> > >[!table|ledger]
> > >|Type|Description|
> > >|:-:|-|
> > >|**Direct Light**|Light that comes directly from the light source. _Light always travels in a straight line._|
> > >|**Light Source**|A source of _direct light_; this can be the sun, a candle, a light bulb, etc.|
> > >|**Highlight**|Where the light is brightest on an object/where the _direct light_ from the _light source_ is hitting most directly.|
> > >|**Form Shadow**|The shadow that appears on the part of the object that is turned away from the direction of the _light source_.|
> > >|**Core Shadow**|The darkest part of the *form shadow* that is least affected by the _bounce light_.|
> > >|**Bounce Light**| The light cast onto an object from the surrounding objects, *not* by a direct light source.|
> > >|**Cast Shadow**|The shadow of an object that appears on the ground, or surroundings to the side of the object, that is hidden from the _light source_.|
> > >|**Terminator Line**|The transition zone/line between the areas of light and shadow. |
>
> > [!col|w4]
> >>[!fig|blueprint] **Brushes used:** *CSP Default G-Pen* (Colouring), *CSP Default Airbrush* (Rendering), *[[Paint's Brush (No Pen Pressure)]]* (Handwriting)
> >> ![[Hard vs Soft Edges - Guide to Shadows-1760942862659.webp]]
# <span class='at-mark'>Step by Step</span>
> [!grid]
> > [!card|section spanfull]
> > > [!columns]
> > > >[!col|w3]
> > > >##### 01
> > > >### Laying Down Base Colours
> > > >I pick mid-tone colours between what colours/shade I plan on the shadows and highlights to be .
> > > >
> > > >Typically, the _(2)_ example is how I see people start to shade (and how I used to shade).
> > > >
> > > >There is _nothing incorrect_ about this; in fact, the issue is that only **cast shadows** are being used.
> > > >
> > > >When you only do **cast shadows**, you might often find when you're shading some areas with less obvious or less-dark shading (with a blurrier **terminator line**), you don't really know how to 'fade' it out or blend it properly, and things might start to look a bit muddy and unsure.
> > > >
> > > >>[!tip]
> > > >>The painting/colours don't have to be in greyscale/black & white, my example is not in colour just to show off the contrast and shading better.
> > >
> > > >[!col|w7]
> > > >>[!fig|blueprint] **Brushes used:** *[[Paint's Brush (No Pen Pressure)]]* (Lineart), *CSP Default Airbrush* (Rendering)
> > > >>![[How To Render Muscles-1760938734319.webp]]
>
> > [!card|section span2]
> >##### 03
> >### Start By Shading in Your *Form Shadows*.
> >More simply, when you're shading, try _reversing_ where you put your shadows; instead of putting the shading beneath an object, try to put it on the underside of the object itself.
> >
> >This creates a **hard edge**, and the gradient that moved away and blends into the main colour from that edge is a **soft edge.**
> >
> >Notice in the example _(3)_ there are also **cast shadows**, but far fewer than in the previous example _(2)_, since now the **cast shadows** are a a lot more deliberate, and cast where there would be a noticeable blockage of light from the source.
> >
> >>[!tip]
> >>*Cast shadows* tend to be mostly _hard edges_, while *form shadows* are a mix of _hard and soft edges_.
>
> > [!card|section]
> >##### 04
> >### Add *Highlights* to Emphasis the _Hard Edges_ More.
> >Make your shadows feel more like shadows, instead of just darker blots of colour on the object.
> >
> >I add highlights along the **terminator lines**, as well as anywhere that his being hit by the **direct light source** with an especially bright light.
>
> > [!card|section spanfull]
> >##### 05
> >### Add *Core shadows* to Some Spots of the Shading.
> >I typically add the darker shading on the **terminator line** directly opposite of the **highlighting**, as well as any areas that need to be especially dark.
> >
> >Here I would also add in the reflected **bounce light**, as well as any _sub-surface scattering_ if I'm using colour, but that's not overly important for this specific tutorial, so don't worry too much about it for now.
### Examples
> [!columns]
> > [!col]
> > Here is a super quick example using the steps from before, but this time using _colour_. I've only focused on the face/cheek, and spent about maybe 5 minutes tops rendering this in.
> >
> > You can see on the cheek most prominently, how the _hard edge_ creates a **terminator line** just above the corner of the mouth. As the shadow travels up the cheek towards the outer eye, it diffuses and blends, creating a gradient that creates a _soft edge_.
> >
> > The _hard edge_ is then emphasised with a **highlight** that sits on the direct other side of the **terminator line**, indicating the source light now directly hitting the upper lip, but the underside of the cheek is getting _the least light_, so it s cast in a darker shadow before travelling up and becoming lighter, indicating _more and more light_ hitting the skin, up until the highlight which is getting the _most_ light.
>
> > [!col]
>>I hope that made sense!! There's a lot of different terms being thrown about and I could feel some parts feeling especially exhausting to type out and attempt to make coherent haha.
>>
>>Otherwise, like I've mentioned, there are a million sources online that are far better than what I can do, so at the very least you have a better understanding of what to google for more help if nothing else here helped!
> [!columns]
>>[!col]
> > >[!fig|blueprint] **Brushes used:** *[[RC Side Pencil]]* (Sketch), *[[Intoxicate Pencil Set]]* (Rendering)
> >> ![[How To Render Muscles-1760929991151.webp]]
>
> > [!col]
> > >[!fig|blueprint] **Brushes used:** *[[Paint's Brush (No Pen Pressure)]]* (Lineart), *CSP Default Airbrush* (Rendering)
> > >![[Hard vs Soft Edges - Guide to Shadows-1760942914037.webp]]