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> Look at the trees in the graveyard scene, the pillow shading is inexcusable. Thanks for introducing me to the term (which led to an explicit definition) for
by raldi 6y ago
> Look at the trees in the graveyard scene, the pillow shading is inexcusable.
Thanks for introducing me to the term (which led to an explicit definition) for something I've perceived before but never clearly.
The tombstones and sunset firmly establish the light source at the horizon. The foreground should be in silhouette (as it was initially) and there's no explanation for why the center of the trunks would receive more light than their edges.
(However, both versions of the dock, and the furnace with the angled pipes, are pretty terrible about light sources.)
- StrictDabbler 6y agoLiterally decades of trying to explain this to people and yet Google suggests that this is very thread is the first significant time that the pixel-art term "pillow shading" has been explicitly linked to the acronym "VGA". That's weird because it's the defining characteristic of the cheap art of the VGA era. Epic Games was big into pillow shading. Jill of the Jungle, Solar Winds, Jazz Jackrabbit... They'd define seven hues, 8 shades of each hue, reserve the last 8 shades for monochrome, and then just paint things in from the side of the object. The pillow-shading aesthetic stuck after we moved on to 16.7 million colors and there was no reason to think about color that way anymore. A frustrating legacy.