• Pose WIPs and Tips Thread V1
    367 replies, posted
Stealing somebody else's idea. Irregardless of whatever the discussion about that other thread's existence's outcome is, we should have a thread for pose wip's anyway rather than just build wip's. [quote=Rules] [b]1. Keep criticism constructive! The number one goal/point behind your critique should be giving advice so that they can improve, rather than tearing them down.[/b] [b]2. Don't post completed pictures in here, make your own individual threads for those.[/b] [b]3. It's okay to advertise the thread of your completed work as long as you were posting WIP's of it in here before completing it.[/b] [/quote] [editline]26th September 2017[/editline] Let's start off with a little wiperooni of my own [img]https://i.gyazo.com/15c5f40f05ac15447a01adb56ba5454e.jpg[/img]
The ground looks extremely noisy, I feel it doesn't let the poppies stand out enough. [t]https://steamuserimages-a.akamaihd.net/ugc/885378649059311061/B9F7773CAEB9703C43843FCD3FB1F8D2F038E077/[/t] I'm stuck on this scenebuild, it looks pretty empty but I have no idea what to add to fix that.
what kind of scene are you going for?
A tank convoy passing through a peaceful Dutch village.
[QUOTE=Slim Charles;52718203][img]https://i.gyazo.com/15c5f40f05ac15447a01adb56ba5454e.jpg[/img][/QUOTE] Are the roses supposed to look like blood? Because that's a pretty cool concept.
the blood-roses thing is really cool but i think it would work a lot better as a profile character shot, like maybe he's leaning against something and the poppies are growing out of him. with the bird's eye perspective it doesn't really have a whole lot of depth, which makes it harder to tell that they're flowers.
[QUOTE=Hauptmann;52718733]The ground looks extremely noisy, I feel it doesn't let the poppies stand out enough. [t]https://steamuserimages-a.akamaihd.net/ugc/885378649059311061/B9F7773CAEB9703C43843FCD3FB1F8D2F038E077/[/t] I'm stuck on this scenebuild, it looks pretty empty but I have no idea what to add to fix that.[/QUOTE] i'd lose the cars, forget the tanks, and keep the emptiness, and just throw in a small patrol in the distance. my first thought was the first shot of dunkirk.
[QUOTE=Hauptmann;52718733]The ground looks extremely noisy, I feel it doesn't let the poppies stand out enough. [t]https://steamuserimages-a.akamaihd.net/ugc/885378649059311061/B9F7773CAEB9703C43843FCD3FB1F8D2F038E077/[/t] I'm stuck on this scenebuild, it looks pretty empty but I have no idea what to add to fix that.[/QUOTE] Small bits of clutter along walls and raised areas. Maybe some papers, propaganda on the walls. Maybe have some trees tipping over the buildings in the middle. Also some accessories on the building. Overhangs, awnings, maybe potted plants. Have some milk cartons around or a market cart in the back?
as the unintended killer of the DWT thread i feel impelled to contribute to this one: [URL="https://streamable.com/ec3ih"]just follow this spooky hyperlink guys[/URL]
This is what it looks like right now: [t]https://steamuserimages-a.akamaihd.net/ugc/885378649062337322/73EA0E6F2216C4FD5664685593FB50195F4ABF67/[/t] Thanks for the suggestions Docta, I'm gonna port the things I need and add them to the scene later.
does this mean we get more scenebuild stuffs
For sure, everything in there minus the cars, the soldier and the tank are part of an update I'm making for this pack : [url]https://facepunch.com/showthread.php?t=1559127[/url] [t]https://steamuserimages-a.akamaihd.net/ugc/885378430898537352/4AF00910E37E46D82FAFED1B6AB0F37CC56D7343/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/885378430898537555/BA6EEC304E1A6DB0FB2079D0C5FC532E334D09E3/[/t] [editline].[/editline] More progress [t]http://i.cubeupload.com/EgVd61.jpg[/t]
I've been practicing for a while since I feel like my stuff is pretty garbage lately. I made these poses on Construct's black room to practice and see if I can come up with good poses for a scenebuild that I'm currently working on (I'll post some images later of it later). Any feedback/thoughts/tips about these generic instances? [IMG_thumb]https://i.imgur.com/qe2PdZq.jpg[/IMG_thumb][IMG_thumb]https://i.imgur.com/i4oNH4a.jpg[/IMG_thumb][IMG_thumb]https://i.imgur.com/SemrDLO.jpg[/IMG_thumb]
These are some sleek models, try and put them in some old corridor in an abandoned building with faded natural light seeping in onto them
[QUOTE=Hauptmann;52718733]The ground looks extremely noisy, I feel it doesn't let the poppies stand out enough. [t]https://steamuserimages-a.akamaihd.net/ugc/885378649059311061/B9F7773CAEB9703C43843FCD3FB1F8D2F038E077/[/t] I'm stuck on this scenebuild, it looks pretty empty but I have no idea what to add to fix that.[/QUOTE] Get like 20 pedestrians on each sidewalk. Add sky/clouds. Get tank more to the center where the white door is? More troops marching with tanks? Add a lamp for sun coming from top left, creating shade on the left building walls? [editline]26th September 2017[/editline] Sorry, missed the other picture below. You did a great job on the follow-ups. [editline]26th September 2017[/editline] [QUOTE=Hauptmann;52719677] More progress [t]http://i.cubeupload.com/EgVd61.jpg[/t][/QUOTE] Much better rubble and the lighting is fantastic.
[QUOTE][t]http://i.cubeupload.com/EgVd61.jpg[/t][/QUOTE] Needs more [I]dirt[/I]. Seriously, muss up those roads with some oil patches or bits of dirt or discolored patches. I don't think the dutch go out and pressure wash their cobbles everyday. Other than that what Docta Ubafest said. Trash, paper, propaganda posters. Lookin good!
[t]https://i.imgur.com/WEKy082.jpg[/t] Hey I'm working on a banner for something and I'm looking for a better Combine APC. Are there any retextures/remodels/enhanced/whatever Combine vehicles out there?
I haven't seen any re-textured APCs that are very good, you should consider texture passes, it gives you the best form of control, here's what I did on a combine dropship of the same style as the APC: [url]https://cdn.discordapp.com/attachments/316871149491322881/362502858157064202/image.png[/url] [editline]27th September 2017[/editline] this is how it looked like without a texture pass, for reference: [URL]https://img3.picload.org/image/rddloiop/wip1.png[/URL]
My scene is done, thanks for the help guys. [url]https://facepunch.com/showthread.php?t=1580142&p=52721898#post52721898[/url]
A thing I worked on recently that I want to get back to, wanted some sort of junk temple but I don't know what to add/what context it needs, should I show the ground or not, etc [img]https://cdn.discordapp.com/attachments/316871149491322881/362574419463503874/imer.png[/img]
[QUOTE=VIoxtar;52718900]Are the roses supposed to look like blood? Because that's a pretty cool concept.[/QUOTE] yeah I was going to have dudes like split in half and shit too with roses coming out of them.
Anyone know how to imbed a pic from Deviantart?
[QUOTE=VIoxtar;52722158]A thing I worked on recently that I want to get back to, wanted some sort of junk temple but I don't know what to add/what context it needs, should I show the ground or not, etc [IMG]https://cdn.discordapp.com/attachments/316871149491322881/362574419463503874/imer.png[/IMG][/QUOTE] The temple of the hoovertrain or something. Imagine trains only instead of wheels it's like hooverballs?
[QUOTE=VIoxtar;52722158]A thing I worked on recently that I want to get back to, wanted some sort of junk temple but I don't know what to add/what context it needs, should I show the ground or not, etc [img]https://cdn.discordapp.com/attachments/316871149491322881/362574419463503874/imer.png[/img][/QUOTE] The first person crowbar makes me think that this is all in-engine in real time. It can't be, right? [editline] . [/editline] I would experiment with the shot showing the ground. Maybe the ground looks like a landfill cross with a vehicle junkyard? Maybe have this towering thin uneven structure up the middle of the temple. Depending on how large the shot is, some birds could make it feel lost to time.
[QUOTE=overwatch pvt;52724333]Anyone know how to imbed a pic from Deviantart?[/QUOTE] When you're on the Deviantart page, right click on the image and open it in a new tab, then just copy the url in between img tags.
[IMG]https://orig00.deviantart.net/3993/f/2017/271/e/a/wip_by_peixezord-dbotosb.jpg[/IMG] Been dead for a while and finally stepping back into SFM. And just fiddling around with fog a little, there's still a lot more to add/fix. I'm mostly looking also for some feedback on what to add, the composition and maybe the lighting too.
Posing is good, leave it as is. You are lighting up the top right with orange, which is bad since the eye moves to the top right corner. You could try lighting up the guy himself with that orange from the left. Center him. Add more random vegetation. Put some more trees on right and make them less bright. Left part is okay. [editline]28th September 2017[/editline] You could add 2 or 2 more guys trailing behind him. His posing looks like he's leading a squad.
Working on debris heaps covered with nature, welcoming ideas for framing/composition [IMG]https://picload.org/image/dgoiodar/wip.jpg[/IMG]
I actually set up that orange because I planned for a humvee to be there but at this point I scrapped the idea. Also because I have the bad habit of doing lighting first and then actually build the scene, heh. (Anyone else does that?) Thanks for the input tho, man!
I think it's really good, especially on the top left and center. I would make the guy hold the handle of the floating boat. I also wonder how it would look like with a bright blue sky, although I like this version. Usually when there's a dusty kind of atmosphere, the sharpness of the light shadows, especially inside the cave are much more soft. I would also add some kind of an open doorway that the stairs to the right lead into which could maybe show the insides of the building in the background? I would also extend the left railing from the lower right staircase and connect the line to the darker triangle in the lower left. That way you have these nice round arches that start from the top left, which is the entrance of the cave, followed by the broken metal arch in the top/mid right, followed by the staircase to the lower right connecting somehow to the triangle in the lower left. When I say connect I don't mean to connect it by extending the railing, but rather have some objects/props that the eye can trace it to the left of the screen.
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