Completed [Competition] Art of The Week

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Gabby

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smh not using the hd max and goons
After the events at Black mesa, Max didn't have time to make himself look good. And these so called soldiers seemed to have already killed off most of the usual street trash.
 

Anleus

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Payne+to+the+Max+_a8096b5eae0c7e0712018475f348ed0d.jpg
 

Dicknose

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emGvffW.png




my original editing fucking got corrupted;REEEEEEEEEEEEEE

this is what I managed to do :/
 

Dicknose

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That dust cloud in the background looks out of place if there is no dust in the foreground.
Okay, will add that then.

thanks
[doublepost=1494374429][/doublepost]Anything else I need to work on?
 

MaXenzie

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Any tips on the lighting?

I'mma be honest for your piece, and not just in general.

The lighting is all outta wack.

There is no way those clouds in the background can be that orange without the sun also lighting up the man in an extreme orange hue.

The green glowing man's glow is pretty bad, it's way too big to not have bloom, and not small enough to be ambient.

The buildings in the background are almost pure black which looks hella outta place. They should be getting sunlight too.

The lamps look to still be on, so they should be emitting light on the floor that's visible. Use volumetrics.

The fog in the background ruins a lot of the picture, so you should definitely get rid of that. Also add some orange smoke particles to match the dust in the background.

The main subject just looks tiny and huge at the same time, way bigger than the lampost, but small compared to the body lying in the ground next to him.

Move the camera closer and lower the FoV.
 

Anleus

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Any tips on the lighting?
I'mma be honest for your piece, and not just in general.

The lighting is all outta wack.

There is no way those clouds in the background can be that orange without the sun also lighting up the man in an extreme orange hue.

The green glowing man's glow is pretty bad, it's way too big to not have bloom, and not small enough to be ambient.

The buildings in the background are almost pure black which looks hella outta place. They should be getting sunlight too.

The lamps look to still be on, so they should be emitting light on the floor that's visible. Use volumetrics.

The fog in the background ruins a lot of the picture, so you should definitely get rid of that. Also add some orange smoke particles to match the dust in the background.

The main subject just looks tiny and huge at the same time, way bigger than the lampost, but small compared to the body lying in the ground next to him.

Move the camera closer and lower the FoV.
P much that ^

Also, another tip is to look at what other people do, for example look at the source filmmaker group on deviantart.com for inspiration from the featured list, ppl do some crazy shit there.
http://sourcefilmmaker.deviantart.com/gallery/

edit: oh wait, do you use SFM or gmod?
 

Dicknose

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I'mma be honest for your piece, and not just in general.

The lighting is all outta wack.

There is no way those clouds in the background can be that orange without the sun also lighting up the man in an extreme orange hue.

The green glowing man's glow is pretty bad, it's way too big to not have bloom, and not small enough to be ambient.

The buildings in the background are almost pure black which looks hella outta place. They should be getting sunlight too.

The lamps look to still be on, so they should be emitting light on the floor that's visible. Use volumetrics.

The fog in the background ruins a lot of the picture, so you should definitely get rid of that. Also add some orange smoke particles to match the dust in the background.

The main subject just looks tiny and huge at the same time, way bigger than the lampost, but small compared to the body lying in the ground next to him.

Move the camera closer and lower the FoV.
Okay thanks!
 
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MaXenzie

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Are these improvements?

48eDKDD.jpg
TWecyo6.jpg

Looking better.

Try to make those buildings look less dark compared to the sand. If the sand is being naturally lit up, then the building would be about the same brightness.
 
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