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About BenjiGameDev

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  1. BenjiGameDev

    Default gradient shade

    Oh @v_kyr this is lovely, let me give it a try. If that indeed does the trick, AD should totally have a "Fx" tool to apply selected effect like an Fx fairy all over the drawing board. Thanks!
  2. BenjiGameDev

    Default gradient shade

    Thanks @R C-R for this. I've learned few more things about gradients now. Still this would provide absolute swatch parameters, and not relative parameters. So if if the objects have different colors, it would simply override the existing color to replace it with the selected swatch. I'll push this is feature request I guess. Meanwhile, I'll do my 500 shades
  3. BenjiGameDev

    Default gradient shade

    Thanks for taking the time to show all this @v_kyr. So the problem is a workflow order: you have to apply the gradient to the object first, then edit the gradient node to the desired HSL. That's what I'm doing. But that's not how I need it to work: I want to : First modify the settings of the gradient tools so that when applied to any existing object, it would reduce Luminosity by L%. Then apply the gradient tool of any given HSL, and the gradient would reduce Luminosity by the % setting above. From a practical point of view, I have an illustration with 500 + objects, each of different colors. I do not want to apply the gradient 500 times and modify the values 500 times, but only one time and then apply the modification to 500 objects. Does that make sense?
  4. BenjiGameDev

    Default gradient shade

    Apologies, I should have been more precise in my language. Here is what I mean: On the left side I have a basic shape with a HSL (227:55:78). Then I am swiping the gradient tool from right to left across the shape. In the middle is what I would like the gradient tool to do: reducing the Luminosity from a value of 78 to 49, leaving Hue and Saturation unchanged. On the right is the actual behavior of the tool: it will increase Saturation from 55 to 88 and reduce the Luminosity to 52. Now my objective here is to find a setting, whereby I can tell the gradient tool how I want it to behave: Here, reduce luminosity. In another situation perhaps, reduce transparency etc. I don't want to have to apply the gradient first, then select the gradient not to rectify the error each time. It's too time consuming.
  5. BenjiGameDev

    Default gradient shade

    Thanks there. However, I’m under the impression that we’re not talking about the same thing. See on my example, the original color is almost white (a very light orange in fact). When I’m using the gradient tool, it is not simply darkening the color (reduce Light), but it’s also increasing Saturation, hence now it’s a vivid orange. I’m using the gradient for shadows and so I only want the L to reduce. I don’t want more saturation.
  6. Hello, I'm not sure to understand the default behavior of the gradient tool. Why is it giving me this color, instead of reducing light? How can I make the gradient tool reduce L by default? Am I missing something?
  7. That's because you're working from a master shape, which assumes you know the final shape of the head before you've drawn it. See below how the chin is added on top of the actual shape face? That's how I'd work: i.e. add building blocks on top of the core head shape, and the chin protrudes (I intended originally to make a chinless character). The gradients on the shin would also be different from the rest of the head etc. So your method could work for some kind of drawing and working style I guess. In my case it would be constraining, so the work around with added boolean operation is preferable in my case. Oops
  8. That's the default workaround for now yes.
  9. Is that better than applying a semi-transparent black layer?
  10. This can get quite tedious. Here I'm applying the shadow on the head, which covers about 3 dozens of components. I may just decide to reshape the head differently and would need to re-do the shadow on all elements if it were applied on each separately. More logically I want to group these elements in single component (the head) and apply a shadow to that group. Here, since I work with almost exclusively straight lines, I can butt nodes to one another and save the day. But working with curves would be more critical. So for now it's merging components in Boolean Addition. But Wouldn't it just be a lot cooler if a shadow could simply be masked by its parent group?
  11. Thanks. Nothing too complicated. Here are examples of my work.I just want the shadow to be on the character surface--without hassle. I was hoping I could cast the shadow on a group like I can on a single object.
  12. Oh! Do you mind sharing the file? I'd like to see how you did that.
  13. Nice trick! The use of the rasterize is smart. It won't change with further modification of the parent shape though, but I guess it can do for now.
  14. I'm working on AD using pen tool and note tool. I'm also using the snap to node feature to make sure objects notes are exactly contiguous whenever required. When I want two pieces to be exactly contiguous (no overlap, no gap) I move the node and wait for the yellow highlight to the node of the other object before releasing the node. However, there seems to be a gap between objects as on the picture. Why is that? How can I get rid of these gaps?
  15. I'm not sure to understand what I have to toggle to see the objects outside of the page. In one document I had these reference materials outside the page and then I must have done something, resulting in all objects outside of the page to be invisible. Can't see any obvious option in Document setup. Where's the magic button? Thanks.

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