@fluffybytez

notes: 
the sun is in fact in the sky

light goes in straight lines, and the more it bounces off of something and into your eyes the lighter it is

light distribution is not linear, the "middle" color covers most of the thingy

contrast is important

note the shape's design, hard edges make the light go harder

specular lighting is the veryyyyy edge being lighter than the sides, makes things look sharp

thank you for the tutorial!!!

@MathByThePixel

As a mathematics teacher/content creator, I cannot overstate how fantastic your explanations are here. Your use of the normal curve to explain your palette distribution is brilliant! 👌

@BeingFriends

Very well done. Sometimes I forget how important physics and principals of nature are so important in art. The fundamentals make a world of difference! - Krozo

@crungler

thanks! i didnt know the sun was in the sky and this really helped me!

@ChaoticCooking

The curve distribution of colours was mind-blowing! Such a useful visual aide 🙏

@heycatos

Hey Adam! Love your videos! I've been doing pixel art for just over a year now, (I think... hard to tell... don't judge me.), your videos have helped me a ton! Especially in character design and the Gestalt principles. It's obvious you're a veteran pixel artist, hats off to you sir. Anywhoo, just wanted to says thanks for the assistance!

@breakdancingcat

shadow is parallel to the light source and color gradient isnt always linear. i never thought of them! thanks!

@badratindiedev8328

Adam is such a nice teacher, during pixel art I got insane progress in one week!

@thesleepydot

the intro animation is so smooth and awesome

@Eremitismus

Good points in specular lights and rim lights, these things I used to miss a lot

@programoo

This is absolutely fantastic!

@MyoruTaVyhorDumok

this is was so helpful! I don't know anything about lighting and shading (also in pixel art) so thank you SO MUCH!

@evasilvertant

Nice tutorial! One thing I think you should also talk about is how different materials affect lighting and shading. For example, depending on whether your sphere is stone or metal, you would have less or more contrast between shadows and highlights. So the distribution of colors should be different based on how reflective the surface of the object is. The difference may be minimal in pixel art, but I would definitely still consider this.

@ak_oneoneone

I'm very thankful that im subscribed to you, im learning so much about pixel art and art in general. Thank you.

@Livy_lives

How did you just draw that normal curve in one stroke perfectly 😱

@AaronQ64

I suck at shading but its nice to see tutorials and some explanation about how its supposed to be done

@sinx2247

Just a small detail at 5:00, that's not exactly how normal distributions work -- the shades on the x-axis should be evenly spaced out. Then, the proportion of shades comes from the fact the if you fill the color all the way to the top of the graph, the shade in the middle will have a larger area than the shades farther out on the side. Great explanation though!

@Edibles-

This helped me improve pixel art incredibly.

@freezybean3350

I'm always trying to subscribe after each video and realize every time I'm already subscribed to you. Your perspective and advice is so helpful! Thank you for your hard work :)

@LordMobias

Loving the videos and the constant updates mate, keep it up :)