[QUOTE=Shum;51830301]Home sweet home[/QUOTE]
The ideas there and the scenebuilding is fine but the angle makes it much much worse. Also turn up your game settings.
[IMG]http://images.akamai.steamusercontent.com/ugc/90473128337215611/B1876A8A6159D8749D140EC0A07DFB0534F34A58/[/IMG]
Haven't created a pic for a long time, tell me what you think-
[QUOTE=Joazzz;51828131]one day i will know how to do that sort of color grading and then i'll be unstoppable[/QUOTE]
What do you mean by color grading?
[QUOTE=VIoxtar;51831132]What do you mean by color grading?[/QUOTE]whatever is the right term for that thing that gives the otherwise blue image a change in contrast and some purple hues, i suppose?
Ah I see, google images made it pretty clear
[t]http://www.avsforum.com/photopost/data/2322827/e/e1/e129f930_TheMatrix.jpeg[/t]
honestly I agree, for myself as well, it's something I never really think too much of. I guess using selective color or something along these lines could do the trick, perhaps I should give it a shot for some practice
it's a trick i've seen in many impressive shots but i've never managed to figure out just how the fuck it's done
[IMG]http://imgur.com/BJvKno8[/IMG]
rolling through
[QUOTE=Joazzz;51831215]it's a trick i've seen in many impressive shots but i've never managed to figure out just how the fuck it's done[/QUOTE]
I think, ideally, one would illuminate a scene with 100% white light to start with, and then subtract light levels until you reach your target color from said white light, that way no color correction should be needed and results will always look convincing
every time i've seen that effect it's been some sort of a filter or color level trick though. what do you mean by subtracting light levels?
Taking a 255 255 255 white light (close to the one illuminating Neo at the bottom picture), reducing red to 170~ish and dropping blue to 230~ish should give a similar result while still staying true to how light works IRL
e:
[IMG]https://picload.org/image/rowawpci/kkk.jpg[/IMG]
Only used curves here, tried to bring the bottom picture (relatively white light) close enough to the top one (blacks turned out shit but the original pic was shit too), you can see curves for every RGB value as well as the overall contrast (white line), I'm guessing that curves offer all the functionalities good color grading needs
holy shit, saving that
[thumb]http://i.imgur.com/ycZgV0M.jpg[/thumb]
I hate posing a lot of people in SFM. Took me whole day, and it's not even near perfect.
Most of them have the same facial expression
[QUOTE=Trek;51832155][thumb]http://i.imgur.com/ycZgV0M.jpg[/thumb]
I hate posing a lot of people in SFM. Took me whole day, and it's not even near perfect.[/QUOTE]
It still looks awesome. The facial expressions make the soldiers look like confused and some surprised of something.
[QUOTE=Trek;51832155][thumb]http://i.imgur.com/ycZgV0M.jpg[/thumb]
I hate posing a lot of people in SFM. Took me whole day, and it's not even near perfect.[/QUOTE]
Ground they're standing on needs some more real geometry imo
An infantry blob like that is my favorite thing to see in Company of Heroes :evil:
Good posing though, it's a pain in the ass to do large groups like that
[QUOTE=fast.leniwiec;51825494][IMG]http://images.akamai.steamusercontent.com/ugc/90473128333017972/BBFA6F583755ACA9F5E8B9FA558CA0A7B54F66A3/[/IMG]
practising lightning all over again[/QUOTE]
You should try adding shadows, right now it looks like shading and rim lighting alone. The lighting on the soldiers for instance is inconsistent with their environment, they shouldn't be lit like that. Are you using lamps?
[thumb]http://www.wduwant.com/index_uploads/uploads/0c99e57.jpg[/thumb]
[sp]I think it's a bit better now.[/sp]
I do too, lighting and (color grading) are much better as well as the foreground
I find myself a little bothered though that every helmet has the same three scratches that end up repeating 15 times, or the same exact fold above every left foot. I can't unsee it now. Does SFM have some tool to alter material transformation?
[QUOTE=VIoxtar;51833272]
I find myself a little bothered though that every helmet has the same three scratches that end up repeating 15 times, or the same exact fold above every left foot. I can't unsee it now. Does SFM have some tool to alter material transformation?[/QUOTE]
Not really, unless you would be satisfied with a text-based material editor, in which you have to do the same exact 50 asshole steps and type in stuff manually.
[T]http://www.wduwant.com/index_uploads/uploads/e042e80f1314.jpg[/T]
Yes, this was heavily inspired by XanaToast's latest image, just in case you're wondering. Obviously his is much better.
[QUOTE=FBI SWAT GUY;51830961][img]http://i.imgur.com/Itgkj2C.jpg[/img][/QUOTE]
Keep in mind that the buildings were intended to be seen from a distance, not up-close. The contrast in texture quality is very noticeable
[QUOTE=richofencrazy;51833564]Yes, this was heavily inspired by XanaToast's latest image, just in case you're wondering. Obviously his is much better.[/QUOTE]
You should try giving them more motion to what they're doing, in Xana's image it's a fast pace 'down the hatch here comes the frag loser' but these guys look a bit bored given the situation they're in
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