Project - Shade a Sphere
Project - Shade a Sphere
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Project - Shade a Sphere
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Patrick Bosworth
I started rendering the spheres in charcoal using Conte 2B/White on smooth newsprint, then repeated the exercise in graphite with 2H, 2B, 4B, and 8B pencils. One of my main struggles was pushing the lighter values dark enough, and keeping the gradient transition smooth and even. I tend to start light and build up slowly, but I often stop too early—so most of my spheres end up too light or high-key, even after multiple layers of rendering. Some of the transitions are patchy and uneven as well (which I can see way more when they’re viewed as small thumbnails!) For the untimed spheres, I gave myself between 45 minutes to an hour each. I didn’t change my overall approach much for the timed versions, but I noticed some differences as the time decreased. The 10-minute version felt fast, but I liked how it came out a little more stylized. Since I didn’t have time to smooth things out, the first, more gestural marks remained visible, which gave the drawing a certain energy that I actually enjoyed. In the graphite version, the reflected light came out too light, but I focused on using cross-contour marks to help reinforce the spherical form. In the 5-minute studies, I realized I spent about 50–60% of the time just getting the lay-in right and making sure the sphere looked proportional. That didn’t leave much time for rendering. Charcoal helped here—I was able to lay in darker values more quickly and shift my focus to halftones sooner. I also tried a 5-minute graphite version using a blending stump and a quicker, more gestural hatching approach. The stump helped build value faster, which gave me a bit more time to suggest cross-contours and pull out highlights with an eraser.
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ASSIGNMENTS

The reference image of a ball is in the Downloads!

Level 1

Welcome back! Your next project is to shade a sphere like I did in the last lesson.

  • Start with a linear layin, in this case it’s just a circle and some ellipses for the cast shadow and terminator
  • Separate light from shadow with a flat value
  • Model the core shadow and reflected light
  • Render the halftones
  • Add the highlight
  • Deepen the occlusion shadow
  • Fade the penumbra
  • And make your final adjustments

The most important aspect of this exercise is getting your value relationships correct. If your edges are rough, and your spheres look like they're sculpted from clay or play-doh, that's totally fine!

Level 2

You’ll be doing timed studies. This will force you to internalize the process and improve efficiency.

  • Untimed - You give yourself as much time as you need to get it right. One slow, fully rendered, realistic sphere, with careful edges and clean values.
  • 25 minutes - This is still plenty of time. You'll have several minutes to spend on refining each element.
  • 10 minutes - You’re gonna start feeling rushed. You don’t have the time to labor over any details. You have only a minute or 2 to quickly indicate the correct values of each element.
  • 5 minutes - This is hard. Don’t try to make your drawing look polished. Simplify everything and get that quick impression working. Repeat these until you internalize the process and get faster.

Reducing time forces you to prioritize. Taking 5 minutes instead of an hour to shade a sphere means cutting 57 minutes of something. You have to identify the critical 5% of effort creating the illusion of depth. You can carry that knowledge over to your longer drawings and spend more of your effort on those critical things.

Timed studies also build mark-making efficiency and better draftsmanship. You don't have time to overwork your lines and smudge things around. With no time to overwork your lines, you have to practice putting down a few strokes that indicate your intention.

Submit Your Drawings

After you’re done, upload your completed sphere drawings below. And try to reflect on it. What did you struggle with, what worked, what didn't. This helps me provide better feedback and allows you to practice more deliberately.

Level 2, write down what you prioritized, what you removed, if your approach changed at all between the studies, and anything you learned about efficient rendering. 

Deadline - submit by April 18, 2025 for a chance to be in the critique video!

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