- Sep 8, 2018
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Not too sure about this, but maybe look to anime/animation and comic books for reference? For still images, I think you should create the picture around the specific motion that you want to convey. Use the posing, composing, camera angles, scale, and lighting to put emphasis on one key movement and may try to blur the other parts out. Exaggeration could be the most important, but I could be wrong about that. I think you could add little details, like leaves and debris that get moved by the characters or get caught up in their wake. Think little dust clouds from characters jumping or running. Or little puffs of dirt and wood chips/grass.I like how the movement turned out in this one Anyone who got advice on improving the look of "movement"?
Not too sure about this, but maybe look to anime/animation and comic books for reference? For still images, I think you should create the picture around the specific motion that you want to convey. Use the posing, composing, camera angles, scale, and lighting to put emphasis on one key movement and may try to blur the other parts out. Exaggeration could be the most important, but I could be wrong about that. I think you could add little details, like leaves and debris that get moved by the characters or get caught up in their wake. Think little dust clouds from characters jumping or running. Or little puffs of dirt and wood chips/grass.
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or the debris clouds from asteroid impacts?
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You can "feel" that the object is moving even though it is a still image (maybe not). In the asteroid's case it is extremely bright and has a lot of little motion lines and the debris spreading out from it.
In terms of your pictures, your movements could be the dodge, the strike, and the lunge.
Little things that could convey or enhance these motions.
-Maybe the woman didn't quite dodge the spear? It caught a strand of her hair or maybe it leaves a scratch that wasn't there before. Maybe there's a trail of blood that's left behind that the camera can focus on or that the light can catch.
-Maybe focus on how the woman angles/curves her body to avoid getting hit and position the camera to capture that. Maybe bring the camera closer so that the viewer feels like the woman???
-You could also focus the camera on the spear tip?
-If the goblin lunging is the main focus, one thing you could do is to keep him on the left (or whichever side you want him to be on)? I think I've heard of something like this before in movies. Switching which side the figure is on in the frame can interrupt the feeling of a continuous motion.
Not too sure about this and correct me if I'm wrong. Nice renders btw .
I wasn't thinking about rendering a full animation, just taking cues from them and other sources. I'm pretty sure there are some comics and anime that are very efficient with their panels and images and they do really well with showing the viewer that something is moving. I think if you want to convey motion effectively, pick which motion you want to highlight (could be at any point in the process) and try to craft the final result to show off that movement.Mmmm... Sort of partly right, but your including Film/Animation into a Single Image Framework, how can you show something that wasn't there 30 seconds ago, when you haven't seen it. Not everyone wants to do 20 different renders, just to show X amount of movement, sometimes it can be enough of a struggle to get that one image rendered. And yes it's a nice render...
Wow!!! BEAUTIFUL renders! Love these!
Was thinking more along the lines of a better forest than in my render with trees etc, maybe one with a lake or small waterfall for the 'bathing in lake' classic scene where there is bound to be a peeper or two. Some medieval/wooden/fantasy type buildings like taverns and towns. Then the classic castle and town stone type of things.What kinds of environments or renders do you have in mind? I guess going with the theme of captured goblins, maybe a dungeon? There are also a lot of Great Hall and throne room type environments and a lot of medieval dresses as well.
Just a suggestion, but if you're using the same warrior model, you could put her in an environment where she seems out of place. Maybe she shocks and intrigues noble ladies and lords with how high the level of her armor is? I think there are a lot of ways to make something lewd out of that situation if that's the way you want to go.
It can be tricky to show movement in a certain amount of renders without it actually being a animation, adding to what was already mentioned above I would try doing a render either before or after the 'impact', like how you see in some animation tutorials where to get the desired results you sometimes need to go past where the impact is etc etc.I like how the movement turned out in this one Anyone who got advice on improving the look of "movement"?
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If they haven't mentioned these already, there are some nice waterfall/forest assets from Orestes. Vigil Creek Falls, Lost Grotto, and Triskele Falls. They are hdr maps so I think you can use something like SY Rigged Waterfalls for interactivity with the water. Yeah, procrastination can be tough to overcome. Good luck!Was thinking more along the lines of a better forest than in my render with trees etc, maybe one with a lake or small waterfall for the 'bathing in lake' classic scene where there is bound to be a peeper or two. Some medieval/wooden/fantasy type buildings like taverns and towns. Then the classic castle and town stone type of things.
I have been directed by someone already to a site where several of those assets are I just need to stop procrastinating.
I love the lighting, low contrast and glow on this one. Gorgeous work.Let's pray together
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It was made with face transfer and part of the morph from thisWow, very realistic! I recall her asset being mentioned in the past, but I forgot already. Mind sharing which one you used? I have had some ideas for her, but I forgot which one it was.
Nicely done anyhow.