"Want To Post A Picture But Don't Want To Make A Thread" - Thread V6: FOR THE LOVE OF GOD STOP POSTI
4,910 replies, posted
[QUOTE=Joazzz;51401440]add depth with fog
give some indication of scale
avoid repetition - like holy shit, what were you even thinking with this shot, even dystopian dictatorships have more variety to their architectural styles
no city is flat or stands on flat ground, so some buildings will stand taller than others[/QUOTE]
if i were consistently creative and used my brain for more than one time when making a picture id probably make it good
i wanted to do one of those closeup shots but i think i just made filthy lighting
[t]http://puu.sh/soXNG/a4823581a2.jpg[/t]
[QUOTE=erkor;51402241]if i were consistently creative and used my brain for more than one time when making a picture id probably make it good[/QUOTE]once you've come up with an idea, try to hold onto it. pour all the details of the idea into the scene.
apply logic heavily, consider the implications and ramifications of everything you have in the shot. for example, an occupied apartment building should have some TV antennae or AC vents on top.
if there's something about the idea that you can't accurately replicate, change or adapt it into something different but keep the big picture consistent. once you have the big stuff in place, concentrate on the fine details of EVERYTHING.
[t]http://orig09.deviantart.net/5338/f/2016/317/2/1/imperatorfield_by_joazzz2-daobnva.jpg[/t]
for example, when i started doing this thing, the entirety of my initial concept was basically:
-a serene landscape with green hills and mountains
-one hill on the right, foreground. another hill on the left, some distance behind the first. more hills in the background, anywhere between 2 and 5
-Titan walking in from behind the left hill, left leg stomping down
-a tree on the hill closest to the camera
i didn't plan on what sort of lighting i should use or what kind of details the hills should have, but as i went on, the scene started getting more detailed features
-lots of tall grass
-some bushes, flowers and rocks, a few more trees
-blue, clear sky
-some simple clouds, cumulus type
-tree stumps, just a few little ones
then as i realized that i had built the ground too close to the map floor and couldn't make the left side hill as high as i wanted to:
-a river between the two foreground hills
-some shrubbery by the waterline
now that the whole scene was coming together, i had to consider the atmospheric effects
-the ground is verdant with grass, but the grass props i have don't match the ground prop texture in shade or color. looks ugly as hell.
-->recolor the grass props to make them look more natural, to make them blend into the ground.
-bright sunlight
-->vivid but natural colors
-->reflected light casts a shade of green on the Titan and the foliage, resulting in few black or fully shaded areas
-the sky is blue
-->a faint shade of blue reflected upon the scenery from everywhere above; a realistic effect that also gives the Titan's metal parts an illusion of reflectiveness
-->amount of atmospheric haze increases with distance; a very faint fog layer coupled with additional edited fog on the background mountains creates natural-looking depth
the editing phase was basically just putting everything together in the right way and adding a few subtle details
mistakes:
-the Titan, according to Warhammer lore (and what we can see with our eyes of course, it's a walking fortress with a damn church on its back) weighs enough to cause small earthquakes with every step. nothing in the scene represents this, at the very least the river should be rippling with the tremors
-the mountains were too tall initially, which resulted in a "flattened" depth illusion, like they were really close. i fixed this by squishing them vertically to improve the illusion of them being far far far away in the distance
they look like mountains from the mask's scenebuilding back, BG_Mountains I believe
ay everyone, I am back at gmod business
[t]http://www.wduwant.com/index_uploads/uploads/59739b595af3.jpg[/t]
shit d dawg ur back
[QUOTE=Joazzz;51402463]very nice tutorial[/QUOTE]
i still need to know how to make an actually good body of water but this is going to help me quite a bit
that said in a few minutes ill upload a pic to remedy that abomination
[QUOTE=erkor;51403050]i still need to know how to make an actually good body of water but this is going to help me quite a bit
that said in a few minutes ill upload a pic to remedy that abomination[/QUOTE]some of the old GMod material addons add a refracting shader called "shadertest/predator" - it doesn't produce reflections like water should, but the rippling effect can serve as a semi-good illusion of liquid. it's a very repetitive texture though so you need camera trickery to get the most out of it.
i dont even use gmod but i guess i can find that thing in some files
anyways look this:
[IMG]http://orig14.deviantart.net/c557/f/2016/325/7/3/scavver_by_erkor-dap6tas.jpg[/IMG]
ah yeah i forgot, sorry. not sure what i could recommend to SFM users though. does it have any sort of material overriding option, the sort of thing that GMod's material tool uses to function?
very likely, it's a veeeeery old material afaik
could always try grabbing its files from the HL2 file archives and throwing them into SFM
[QUOTE=erkor;51402241]if i were consistently creative and used my brain for more than one time when making a picture id probably make it good[/QUOTE]
You need to be [I]'consistently creative'[/I] to very mildly adjust the scale between buildings to avoid repetition? Really isn't hard. Sounds more like you're looking for excuses to not improve.
[editline]21st November 2016[/editline]
[QUOTE=ThaHuntah;51402309]i wanted to do one of those closeup shots but i think i just made filthy lighting
[t]http://puu.sh/soXNG/a4823581a2.jpg[/t][/QUOTE]
Too many colours, should've kept it to two. Good angle though.
[QUOTE=Luxuria;51405644]You need to be [I]'consistently creative'[/I] to very mildly adjust the scale between buildings to avoid repetition? Really isn't hard. Sounds more like you're looking for excuses to not improve.[/QUOTE]this, too. laziness is the second worst enemy of every artist.
[QUOTE=Luxuria;51405644]You need to be [I]'consistently creative'[/I] to very mildly adjust the scale between buildings to avoid repetition? Really isn't hard. Sounds more like you're looking for excuses to not improve.
[/QUOTE]
all of my pictures are an up and down thing and most of the time it's down unless i manage to kick myself in the ass and actually think of something that isnt boring
call it an excuse if you want
[QUOTE=erkor;51406114]all of my pictures are an up and down thing and most of the time it's down unless i manage to kick myself in the ass and actually think of something that isnt boring
call it an excuse if you want[/QUOTE]you missed his point. it's not that you make stuff that is inherently "boring", it's more about putting effort into "boring" scenes to make them look nice.
a cityscape can be considered "boring", but with the right amount of detail it can be extremely pleasant to look at. it's about effort, not the subject of your scenes.
Perhaps Erkor should lower his initial scale from an entire city. Start with a couple buildings and work from there.
That way skybox props are not the focus and you can get away with using them in bulk. Hell you can get away with the impression of a city without even looking up.
[IMG]http://orig01.deviantart.net/72cf/f/2016/326/a/2/yndr_by_blueflytrap998-dap9bg1.jpg[/IMG]
What are those from anyway?
The only thing I recognize is the stairs.
i dont even have any ground models for roads or sidewalks without having to puzzle fifty of them together from small 128x128 slabs
Made this 10 minutes ago:
With bloom:
[t]http://i.imgur.com/Kunfaht.jpg[/t]
Without Bloom:
[t]http://i.imgur.com/maezkzY.jpg[/t]
What do you guys think looks best ?
[IMG]http://i.imgur.com/Oxu9otr.jpg[/IMG]
[I]"Fastest diplomacy on the whole East Coast."[/I]
[IMG]https://pp.vk.me/c636318/v636318249/39e12/SSvI5Hhu2FA.jpg[/IMG]
[QUOTE=PraiseMeboii;51407763][IMG]http://i.imgur.com/Oxu9otr.jpg[/IMG][/QUOTE]
Digging the moodiness. Think it would look even better with some slight fog.
[QUOTE=Soul_;51407908]Digging the moodiness. Think it would look even better with some slight fog.[/QUOTE]
my editing skills are on par with a cat all I really know what to do is edit the colours. Baby steps...
that's what in-engine fog is for
source fog is so fucking iffy to use
fuck
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