- Sep 24, 2019
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No, I like pov quite a lot and as you can see, the first T1 example in the Sex Scene section is also a pov shot. The problem with the pov shots in the T3 lists isn't that they're pov, it's how they've been done.I think you hate POV? Some people enjoy acting as a main character which is not my thing but yeah I can understand.
Intention doesn't equal great execution, especially if one doesn't know how to do it better. The T3 screenshots I shared aren't really pov, since humans don't have such a small field of view. These are shots that were intended to be pov, but ended up with a bad camera lense and focal distance settings. This happens when developers either didn't learn about the basics of camera settings or intentionally shrink down a scene because they struggle with making the models look good in full frame. Or, of course, laziness / saving time.So some screenshots you showed are POV so that's actually intended that way.
When it comes to full sex scenes, you want to show your entire characters more than ever! These are the highlights of your game, the moments your players have been playing towards to, for hours, to unlock. I can't stress this enough: Go - for - full - body - shots. They're mandatory for sex scenes!
It's not a good shot. You're missing the point and talk about something entirely different in your comment: "being in a hurry and excited". That's not a shot, that's a scene description. How you shoot it is a different matter. You can shoot this scene from other angles that are a hundred times better in actually showing the characters and their hot parts. Objects and body parts of no interest blocking your sight on interesting content is by far no indicator of dominance, but bad camera placement.For example you said avoid this(Image that guy and girl having sex on the blue car) but If you want to show how male or dominant character in hurry and excited its a good shoot.
Maybe you go to a couple of shots quick, but they're garbage and not to be emphasized. In a video, there's room for a little 'check-in' to see where it's going, typically if it's anal, but pan the fuck out and show me her body and her facial expression. How she looks and how she feels about it are the most important things. And the chemistry.I enjoyed reading the guide. thanks for the information you gave. still, I didn't find the t3 examples bad. if there are 10-15 different angles in the sex scene, I think 1 of them can be this style. sometimes you want to see the scene from your own eyes.
You can see the scene from your eyes, but like I showcased in the guide, that doesn't necessarily mean that you have to shrink down the vision of the eyes by 80%.if there are 10-15 different angles in the sex scene, I think 1 of them can be this style. sometimes you want to see the scene from your own eyes.
I liked some of the "never do this" pics.I enjoyed reading the guide. thanks for the information you gave. still, I didn't find the t3 examples bad. if there are 10-15 different angles in the sex scene, I think 1 of them can be this style. sometimes you want to see the scene from your own eyes.
Seems like all your advice boils down to "cram as much of your female character in your shots as much possible". Would a female character, laid completely diagonally on the screen where her entire body is on display, be aesthetically pleasing? According to you, this would be the ultimate composition as you can see all of her goodies, correct?
I don't think a bunch of examples with none of the theory behind why something that is composed well is attractive is of much use. I am a dev who is also struggling with composition, but it's not like I don't know what looks good. This post is like showing a beginner artist how to draw by showing him Mozart, Picasso, and Van Gogh. Of course I know what looks good; It doesn't require a trained eye to understand that a well composed image is well composed. When you've got an empty canvas and you've got a billion ways you can frame an image, or in this case a render, you just end up shitting out a bunch of mediocre renders until you get frustrated and just go with the least shit out of them all. Just because I have an instinct on knowing what looks good or have you show me what looks good doesn't mean that I now understand the secret sauce behind how to compose a render.
There are many other aspects that contribute to an overall good render, like I mentioned in the OP. That's colors, lighting, textures, fluids, the background, objects in the scene and such. But by following the general guidelines here (that include way more than just "put girls fully into frame") you'll also erase a lot of things that will drag your composition down.Just because I have an instinct on knowing what looks good or have you show me what looks good doesn't mean that I now understand the secret sauce behind how to compose a render.
Composition and angles are one of those things that should exist but ideally never be noticed (think of it like your favorite meal missing a random ingredient without your knowledge. You know it tastes off, but you aren't sure where.), unless it's so good it should be noted. Summer's Gone is a notable example of this. The composition borders on cinema-grade."Image composition", not many people here need that. 90% of the users here are primitive wankers who give 5/5 to this crap
You confuse lighting with composition. As stated in the OP, I focused on image composition in this guide, not on lighting as that is an entire different subject. The T1 examples are fantastic, none of them is "average at best".The larger problem with OP's examples is that they're all trying to cram everything into a single shot and refusing to let space balance the render/images. The reason for that is that many of the examples are made by people who either typically do one-off renders (meaning they need to show everything in that one render) or Blender animations (that take considerable amounts of time to make), and the few AVN examples he shows are compositionally average, at best.
Yes, you can just use collections like that from shotdeck to see how the pro's shot and learn by trying to replicate. But I would also take the time to go over the basics, like getting an overview of what kind of shots exist:Great information, thanks for taking the time to post. As a rookie solo dev, just the technical aspect of making any kind of game or VN can be quite a bit to handle. Do you recommend any sites like shotdeck.com or something similar? And if so, do you have any favorites? I feel like being able to see what the best of the best can do can really help inspire and guide us who are not well versed in this area. Any tutorial recommendations would be great also. Thanks.