• Pose WIPs and Tips Thread V1
    367 replies, posted
Awesome, I actually had the stairway lead into an opening, can't see it in the dark though. I'll connect the railings 'offscreen' to imply its the same path, good idea
[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 try separating the floor brush into several brushes and aligning the texture to the direction the road is traveling. This is how real-world brick roads work.
[QUOTE=VIoxtar;52726946]Working on debris heaps covered with nature, welcoming ideas for framing/composition [IMG]https://picload.org/image/dgoiodar/wip.jpg[/IMG][/QUOTE] Composition wise, I really like the silhouette you've got going with your floating platform (I'm going to assume you'll pull your classic glowy hoverball style later on) and the rest of the scene is looking very nice build wise. However, I can't shake the feeling that it's way to dark. If the main focus is the floating platform, why is there all this dead empty space off to the right that is almost pitch black? I'd either put a fill light in and light up those shadows and have something going on scene right that guides the eye to the platform, or tighten up the camera to better focus on the platform. Also, the background build in comparison to the foreground is decidedly less complex. The cracks start to show when you notice the same color repeating cargo containers and the combine wall supports. Though, adding more visual noise there might fuck up your platform silhouette. Can't make a call on that one. And one last thing, the shadows on the outside build area would lead me to believe that the 'internal' trash grotto would be getting hit with more sun light, 'cept i't's not. I'd personally bulk up this area: [t]https://i.imgur.com/aPLJ2az.png[/t] or have a foreground object do the same. I also feel like that'll focus us on the platform more.
[QUOTE=usaokay;52728326] I'm wondering what to do with this layout because it seemed the panels are hard to keep your eyes moving to the right spots. [t]https://i.imgur.com/uUCUVZq.jpg[/t][/QUOTE] I really like the satellite frame, it's got a beautiful layout, so much that my eyes just automatically fix onto it and as you said cause your eyes to move to the right spot. I think adding the eventual text bubbles will help with that as everyone knows the right order for reading text [QUOTE=Agameofscones;52728113]advice[/QUOTE] Good stuff, I'ma fill up the scene with more ambient light later on. You're right about the framing, I'll try placing the dude on the platform on the golden ratio as well as fix the foreground Also I'll try and introduce more subtle detail on the background [editline]29th September 2017[/editline] [QUOTE=Docta Ubafest;52725255]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] Also just saw - it's not real time, I captured it from my own view rather than a camera's this time. for now I'm delaying the work (again) for some other time
[img]https://i.imgur.com/9hs5DL7.jpg[/img] hi
[QUOTE=KnightVista;52727372]I'd try separating the floor brush into several brushes and aligning the texture to the direction the road is traveling. This is how real-world brick roads work.[/QUOTE] It's not part of a map mate, it's a complete static model that I didn't even make.
A couple shots I wanted to add some photoshop work too but not sure I'll have the time. [IMG]https://img00.deviantart.net/03cf/i/2017/270/1/c/20170713192205_1_by_combinestrider17-dborqov.jpg[/IMG] [IMG]https://img00.deviantart.net/4ff9/i/2017/270/4/0/20170713191206_1_by_combinestrider17-dborqhp.jpg[/IMG]
It's been a while since I've done anything in Gmod, so I feel a little rusty. [QUOTE][img]https://i.imgur.com/XSlQNIo.jpg[/img][/QUOTE] Still need to do some photoshop stuff and improve the lighting in places, any CC?
[QUOTE=The-Happy-Emo;52733148]It's been a while since I've done anything in Gmod, so I feel a little rusty. Still need to do some photoshop stuff and improve the lighting in places, any CC?[/QUOTE] Not bad, I'd add some dead germans, maybe a fire in the top left corner to add some colour into the mix. In other news, I'm back from my monthish long break from steam/gmod. But I whipped up this scenebuild in about an hour, any thoughts/things I should change? [t]http://www.wduwant.com/index_uploads/uploads/3f5580efbcf5.jpg[/t]
[QUOTE=overwatch pvt;52731284]A couple shots I wanted to add some photoshop work too but not sure I'll have the time. -CLONES-[/QUOTE]check your graphics settings, those jagged edges are pretty harsh-looking
[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'm -really- liking that road and the walkway, where'd you get those models from?
I figured out how to save my dupes. I'm assembling buildings and parts of them as legos so you can just spawn the dupe and a building like this will spawn in-game. [IMG]http://www.wduwant.com/index_uploads/uploads/055865739423.jpg[/IMG] Or this cool arch structure, just left click and it spawns. [IMG]http://www.wduwant.com/index_uploads/uploads/27eeef059bad.jpg[/IMG] All in-game. Only requirement would be to have the pack.
We can actually take this a step further and use easy weld to move entire buildings with the physgun once spawned, or do this for any sort of other contraption - create once, save the dupe, spawn whenever, you're basically creating a prop in-game, it's awesome
[t]https://i.imgur.com/93aDPPZ.jpg[/t] any suggestions?
Already looks great! I'd try placing the metrocop a bit further away, and slightly to the left. Also I'd consider adding some grassy textures under the grass effects
[QUOTE=WRDRAT12;52735992][t]https://i.imgur.com/93aDPPZ.jpg[/t] any suggestions?[/QUOTE] Fantastic scenebuild! As VIox said, move the metrocop back a bit. The scenebuild is so detailed that the eye wants to explore it instead of metrobuddy in the middle there. To counter this, make the metrocop as insignificant as any other element in the scene. He'll still be the focal point, being a unique and organic figure with distinct colours, but it warrants the eye to see everything else, without feeling like the metrocop is ignored.
[t]https://i.imgur.com/DleasIs.png[/t] Having a very difficult time executing this concept. Need advice
[img]https://i.imgur.com/6suy0Mm.jpg[/img] errrrr
[QUOTE=Pew,Pew;52739651][img]https://i.imgur.com/6suy0Mm.jpg[/img] errrrr[/QUOTE] Tighten the angle a bit. Lower/centralise the camera and close it in. Other than that, looking good so far.
The background is pretty good, so is Bill's pose. But yeah the camera angle does need work, a lower angle, or a bird view one if you're feeling like it can probably work
[t]https://steamuserimages-a.akamaihd.net/ugc/867364985516100003/C51D2575BAFCA9638C63F376543956E6BDB2D7D8/[/t] Any Advice?
[QUOTE=justinl132;52745130][t]https://steamuserimages-a.akamaihd.net/ugc/867364985516100003/C51D2575BAFCA9638C63F376543956E6BDB2D7D8/[/t] Any Advice?[/QUOTE] The DOF isn't doing you any justice. Also, I'd make the light more uniform, the nose of the plane is oddly darking than anything else in the scene. Sticks out like a sore thumb
[QUOTE=justinl132;52745130][t]https://steamuserimages-a.akamaihd.net/ugc/867364985516100003/C51D2575BAFCA9638C63F376543956E6BDB2D7D8/[/t] Any Advice?[/QUOTE] Perhaps also add some more details. Tools lying around, some dirty rags. I'd try to make it look like a workplace, without everything looking too clean, but rather ragged and used. As for the rest, I agree with Agameofscones about the lighting. Right now the floor's way to bright in my opinion
[img]https://i.imgur.com/XshCvjf.jpg[/img] hi l4d1 beta models are good use it Thanks pain.
You really ought to back the camera away from Zoey.
[T]https://i.imgur.com/h4hBfYy.jpg[/T] So I was running some lighting tests on my current scenebuild and found out really quickly that this van doesn't take light very well. Anyone know a workaround/fix? (Man, gotta love source. I spend like a week crafting an ambitious scenebuild, distancing myself from my usual areas and styles and pushing my creative capabilities in an effort improve my overall quality, run a lighting test around 80% in and realise that the [I]focal point of the damn frame[/I] is broken)
Use MC and set $phong to 0 (on all its submaterials) Or just lower $phongboost/raise $phongexponent What do you mean by your frame's focal point?
The focal point is the focus area of the picture. Like the place the artist wants the viewer's eye to go to first and focus on the most. The centerpiece,I suppose. Just some art principals stuff I learnt in school a while back that helps me talk about compositions easier because my vocab is limited. And thanks very much for the tips, I don't know anything about textures and this really helps [editline] . [/editline] [T]http://www.wduwant.com/index_uploads/uploads/4a8201186789.png[/T] Result of more recent lighting tests. I think I'm onto something here. (Also testing wduwant as a host because imgur's compression is becoming increasingly inexcusable for me)
[IMG]http://www.wduwant.com/index_uploads/uploads/bc57a99f2b94.jpg[/IMG] Any tips to improve this scene?
[IMG]http://wduwant.com/index_uploads/uploads/27a393a350c5.jpg[/IMG] roast my posing. i wanna do something with hand to hand, is this a good start?
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