These again show the rule in effect. It helps folks if you take things not only in shapes but in sections and as individual parts when assigning values to shades and highlight. These are known as secondary and tertiary shades . It took a while for me to see things in this light but now it’s really very helpful in assigning values for realism etc. if we for example take the torso as a whole global mass of a rectangle. Divide it into thirds for example. What this tells us is the chest area will be lightest and the waist area will be darkest. So follow your gradient. Now aside a global mass , you also need to have gradients of sorts in the individual shapes contained in the torso . Abs and obliques are usually spheres and cylinders so you’ll need to know how light from above falls on them( a whole other discussion

) now how much is the gradient valued shades in terms of how dark depends on how quickly and how deeply the angle of bend occurs. So let’s say a square which comes to a 90degree
View attachment 63895 bend inward would have a huge jump in the moving of highlights to Shane. It would have very deep shadows and a steep gradient. The parts with very minor bends would almost stay the same given the value of where they fall on the global shapes gradient.

herr are some other gladiators I’ve done I use this on everything as I try to use everything I read or else what’s the sense. After a while it’s second nature. You get used to it. IM not a know it all type guy. If I do something I’ll always try to explain why I’ve done it . Miniature painting thru science and methodology

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