• Pose WIPs and Tips Thread V1
    367 replies, posted
Lookin' pretty damn perfect to me. I'd say shift the right guy's legs a bit so he looks a bit more grounded, but other than that it's a really great pose
[IMG]https://cdn.discordapp.com/attachments/153793785900433408/366264165532303371/unknown.png[/IMG] Doing poster with BF1 soldiers
What's wrong with the aliasing? [editline]8th October 2017[/editline] [QUOTE=Creatrick;52755595][IMG_thumb]http://www.wduwant.com/index_uploads/uploads/bc57a99f2b94.jpg[/IMG_thumb] Any tips to improve this scene?[/QUOTE] Are they watching a specific place or there are enemies at the other side? I can't really see/distinguish if there's someone there or not because of the rubble
Yeah I finished the scene and I added some soldiers there. Gonna post it in EW thread soon.
[t]https://steamuserimages-a.akamaihd.net/ugc/860610312545338482/DE4D047C70658BBEF810233EE252D3A1CA679CA6/[/t] Any advice on how I would light this thing?
[T]https://cdn.discordapp.com/attachments/216947420284715009/368167210499178496/Dogfight01_WiP01.jpg[/T][T]https://cdn.discordapp.com/attachments/216947420284715009/368170785883291649/MiG-29A_Fulcrum_GModTest02.jpg[/T] Any thoughts on it?
Lighting is crisp. Loving the composition of the left one.
[QUOTE=justinl132;52771898][t]https://steamuserimages-a.akamaihd.net/ugc/860610312545338482/DE4D047C70658BBEF810233EE252D3A1CA679CA6/[/t] Any advice on how I would light this thing?[/QUOTE]is the yellow tint map lighting?
[IMG]http://www.wduwant.com/index_uploads/uploads/bc854d79d195.jpeg[/IMG] heavy heavy heavy [B]WIP[/B] any ideas to what kinda props would be fitting, misc objects, particles, lighting, etc?
If you have the znalecc spec ops pack then there's a really useful particle model in there called dustmotes.mdl, little specs of dirt and debris as seen here [t]https://i.gyazo.com/6d1f4e444a6c067d8a03a41ccb85d685.png[/t] Looks good so far though, love the intensity of the running!
[QUOTE=McTbone;52775022]If you have the znalecc spec ops pack then there's a really useful particle model in there called dustmotes.mdl, little specs of dirt and debris as seen here [t]https://i.gyazo.com/6d1f4e444a6c067d8a03a41ccb85d685.png[/t] Looks good so far though, love the intensity of the running![/QUOTE] Having trouble finding the specific pack :/
Experiment with closer, tighter camera angles and see what you can get. It's in desperate need of a good angle
The light blue fog of the forest does not match the sky, which is super dark. Try to light more the space between the opposing enemies.
[IMG]https://cdn.discordapp.com/attachments/187722000163274752/368842572719718410/unknown.png[/IMG] I know the characters look wonky so far, but I want to focus on the background first. What else do you guys think can be added to it to make it look messy/overgrown? Also specially to help with the beds, they look too clean and such.
vines down the walls and across the ceiling couldn't hurt. and stack shit on the beds. if you have a terrain pack just clip some sand or dirt through the surface.
The characters are very small in comparison to the surroundings. Move the camera closer to them.
[QUOTE=PeixeSerra;52779680]:snip: I know the characters look wonky so far, but I want to focus on the background first. What else do you guys think can be added to it to make it look messy/overgrown? Also specially to help with the beds, they look too clean and such.[/QUOTE] I'd tighten up the angle as well, even if you are focusing on the background, you don't have a focal point in said background that justifies the focus on it. Also if you're focusing on the background, why even have characters in the shot? Also, if I were you I'd organize my SFM layout more efficiently, why don't you have the graph/timeline/motion editor open, or a second viewport? You're just sucking up more resources by having one big viewport. Also, as the scene gets more complex it'd behoove you to organize your models into DAG groups with appropriate names.
Upside down fun [IMG]https://i.imgur.com/jW77LNt.jpg[/IMG]
That's actually so cool, I'd personally darken everything a bit more, give it more of a vignette style effect to focus on the uh...creature. Where'd you get the arm and the webbing? Never seen those before.
[QUOTE=Agameofscones;52782621]I'd tighten up the angle as well, even if you are focusing on the background, you don't have a focal point in said background that justifies the focus on it. Also if you're focusing on the background, why even have characters in the shot? Also, if I were you I'd organize my SFM layout more efficiently, why don't you have the graph/timeline/motion editor open, or a second viewport? You're just sucking up more resources by having one big viewport. Also, as the scene gets more complex it'd behoove you to organize your models into DAG groups with appropriate names.[/QUOTE] I think I worded it badly, the focus is not exactly on the background, but mostly just trying to add details so it could give the overall messy/overgrown feel, since it is on one of the L4D2 (tho with the amount of time I spent on this I should have made a scenebuild instead :V) Also except for the dags part, I don't really know how to use SFM's layout so well.
[QUOTE=Shadowfirelan;52783704]That's actually so cool, I'd personally darken everything a bit more, give it more of a vignette style effect to focus on the uh...creature. Where'd you get the arm and the webbing? Never seen those before.[/QUOTE] So is it too bright? I mean, the picture looks reasonably dark on my screen and it looks even darker on my tv, but ever since i got a new monitor i have been wondering if it's tuned correctly, never really bothered to check it though. As for the models, the former is from the l4d's infected pack(it has all sorts of severed limbs, abdomens and whatnot), the latter is just that antlion web you can find in their caves in ep2(it's supposed to hold their eggs or whatever those things are).
[QUOTE=SevenBillion;52784049] [/QUOTE] I mean [B]really[/B] close it in. Hit that with a small FOV. Something like 15-30. You want to get as much focus on the characters as you can
[QUOTE=antianan;52784160]So is it too bright? I mean, the picture looks reasonably dark on my screen and it looks even darker on my tv, but ever since i got a new monitor i have been wondering if it's tuned correctly, never really bothered to check it though. As for the models, the former is from the l4d's infected pack(it has all sorts of severed limbs, abdomens and whatnot), the latter is just that antlion web you can find in their caves in ep2(it's supposed to hold their eggs or whatever those things are).[/QUOTE] I got an extra monitor and i have to say that it's different for every person. On my current laptop there's some darkness and the picture looks good. On the monitor there's less darkness and I can see all of the shadows pretty well and it still looks good.
Hello, everyone. With my comeback, I am also back with scenebuilding. What do you think about this one so far? Some tips? My idea is around Half Life 3. [IMG]http://www.wduwant.com/index_uploads/uploads/e1f3e6f3a968.jpg[/IMG]
Isn't that like the fifth time you've posted this? You've asked for feedback before, I even remember you asking for lighting tips and I took the time to draw this back in August 2016: [t]https://img2.picload.org/image/rrplcllc/a.png[/t] By this point you should either take the time to finish it or drop it
Well I am sorry, I have not been here almost a year when my dad took my pc so I do not remember that.
I'm stuck on this one, the walls look pretty empty but I don't know what to add on them, it's supposed to fit in a rustic russian house. There's also the posing bothering me, I don't think the pose of the punching dude is energic enough, but at the same time I'm pleased with it. [t]http://i.cubeupload.com/BFMMwH.jpg[/t]
For the walls you could probably add some wooden shelves for cooking stuff or a tool rack. Maybe a painting or animal skin as well. I'm super digging the punching guy's pose, but I get what you mean when you say it's not as energetic. I think this can be drawn back to the guy being hit, not the guy doing the hitting. The guy being hit has gone too far forward which leads the viewer to look back to how powerful the punch was to justify that movement. See how it looks if his pose is dialed back a bit, and considering the direction of the punching guy's hand, shifted his lean a bit more to the right.
Planning on making my first rain pic, kinda excited about it. Built a canal and stuff [t]https://picload.org/image/dgplicwa/wip1.jpg[/t] still a long way to go though, open to any ideas (especially from those who did rain pics in the past)
I don't get how you guys can make your progress shots look so great. Speaking of progress shots [t] http://www.wduwant.com/index_uploads/uploads/62277c8ec310.jpg [/t] I'm thinking keeping those powerline structures around, they'd make a good picture on their own [editline] . [/editline] Finished the light for the background and tried godray passes on the towers. Here's a more detailed shot of what I've actually put there [T]https://cdn.discordapp.com/attachments/274143373709803520/370360072687190016/towers.PNG[/T]
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