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Combined display of all available logs of In-Game Photography. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

Logs
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  • 16:30, 16 September 2020 Abratox talk contribs created page Depth (Created page with "==Examples== <div><ul> <li style="display: inline-block; vertical-align: top;"> File:HZD_1.jpeg|thumb|none|500px|Horizon Zero Dawn: We have separated our subjects to two d...")
  • 16:18, 16 September 2020 Abratox talk contribs created page File:Spiderman 1.jpeg (Spiderman is leaping towards the ground, however he is positioned to the side because of an optical illusion. He is clearly aiming at the center of that street, but if we put him there, realistically he would overshoot that center by a lot. Having him on the side, like any motion story, tells us not where he is but where he will end up being. Twisting the angle of the shot above high-rise buildings gives a greater sense of vertigo. The depth of field tells us just how high Spiderman is.)
  • 16:18, 16 September 2020 Abratox talk contribs uploaded File:Spiderman 1.jpeg (Spiderman is leaping towards the ground, however he is positioned to the side because of an optical illusion. He is clearly aiming at the center of that street, but if we put him there, realistically he would overshoot that center by a lot. Having him on the side, like any motion story, tells us not where he is but where he will end up being. Twisting the angle of the shot above high-rise buildings gives a greater sense of vertigo. The depth of field tells us just how high Spiderman is.)
  • 16:17, 16 September 2020 Abratox talk contribs created page File:HZD 2.jpeg (Whenever you want to show size of an object, if the distance allows it, shoot it from below, as close to the ground as possible. That way an already big enemy like the one in this photo looks like it is towering over Aloy and that stomp that it is going for, would definitely crush her. In the same respect, with this angle we want to also show how small the other character is. Having the horizon that low also gives an almost infinite size feel to the enemy making him look larger than even the...)
  • 16:17, 16 September 2020 Abratox talk contribs uploaded File:HZD 2.jpeg (Whenever you want to show size of an object, if the distance allows it, shoot it from below, as close to the ground as possible. That way an already big enemy like the one in this photo looks like it is towering over Aloy and that stomp that it is going for, would definitely crush her. In the same respect, with this angle we want to also show how small the other character is. Having the horizon that low also gives an almost infinite size feel to the enemy making him look larger than even the...)
  • 16:17, 16 September 2020 Abratox talk contribs created page File:HZD 1.jpeg (Horizon Zero Dawn We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. This With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.)
  • 16:17, 16 September 2020 Abratox talk contribs uploaded File:HZD 1.jpeg (Horizon Zero Dawn We have separated our subjects to two different sides however the focus is on our main subject showing her action and emotions while having the enemy, in the background, clearly ready to attack her. Having that empty space in the middle of the photo, gives a good sense of distance between the characters. This With the camera so close to our character, the scene is more dynamic because we can clearly see actions of both subjects.)
  • 16:16, 16 September 2020 Abratox talk contribs created page File:GranTursmo 4.jpeg (In this shot we clearly want to show who is in the lead. Using the rule of thirds, the track begins in the upper left corner and ends in the lower right. That way you have a diagonal composition showing direction with motion blur, a sense of speed and depth of field shows exactly what the focus is on, attracting the attention of the eye on that.)
  • 16:16, 16 September 2020 Abratox talk contribs uploaded File:GranTursmo 4.jpeg (In this shot we clearly want to show who is in the lead. Using the rule of thirds, the track begins in the upper left corner and ends in the lower right. That way you have a diagonal composition showing direction with motion blur, a sense of speed and depth of field shows exactly what the focus is on, attracting the attention of the eye on that.)
  • 16:16, 16 September 2020 Abratox talk contribs created page File:GranTurismo 3.jpeg (When taking a wide-angle screen shot of an area, its important not to make the image look like it was shot in dead center. It will look too static and is something that is usually used in architecture but for action shots and movement, it is always preferable to have the photo shot from an angle, showing all the details of the terrain but clearly pointing to a specific direction. If the yellow car was moving in the opposite direction, this scene would be more pleasing to the eye if it was sho...)
  • 16:16, 16 September 2020 Abratox talk contribs uploaded File:GranTurismo 3.jpeg (When taking a wide-angle screen shot of an area, its important not to make the image look like it was shot in dead center. It will look too static and is something that is usually used in architecture but for action shots and movement, it is always preferable to have the photo shot from an angle, showing all the details of the terrain but clearly pointing to a specific direction. If the yellow car was moving in the opposite direction, this scene would be more pleasing to the eye if it was sho...)
  • 16:16, 16 September 2020 Abratox talk contribs created page File:GranTurismo 2.jpg (Adding motion blur gives a photo a sense of speed. By moving the camera back, this time the focus is on the upcoming track. Angled upward also means greater notion that the car is moving forwards. Another way to make the composition of a photo pop more is by adding complimentary colors for the two most obvious subjects. That way you have a clear separation and it is more pleasing to the eye.)
  • 16:16, 16 September 2020 Abratox talk contribs uploaded File:GranTurismo 2.jpg (Adding motion blur gives a photo a sense of speed. By moving the camera back, this time the focus is on the upcoming track. Angled upward also means greater notion that the car is moving forwards. Another way to make the composition of a photo pop more is by adding complimentary colors for the two most obvious subjects. That way you have a clear separation and it is more pleasing to the eye.)
  • 16:15, 16 September 2020 Abratox talk contribs created page File:GranTurismo 1.jpeg (For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.)
  • 16:15, 16 September 2020 Abratox talk contribs uploaded File:GranTurismo 1.jpeg (For a sense of movement you can either position the camera in front or behind the car. In this example the composition of the car and its background is almost 50-50 in screen space. The car needs to be at a certain distance to make it look like its coming towards you and at the same time, show where its coming from. Playing with the perspective and tilting the image slightly gives a greater sense of speed.)
  • 16:15, 16 September 2020 Abratox talk contribs created page File:Death Stranding 3.jpeg (Just as with vehicles, for character movements you need to position the camera at an angle that best gives away the sense of a leap towards something or somewhere. In this example our character is jumping off a cliff. By leaving the ground/landing zone invisible to the viewer, the composition gives a sense of a much higher jump than it actually is and by tilting the camera slightly downward, that accentuates the feel of a jump even more.)
  • 16:15, 16 September 2020 Abratox talk contribs uploaded File:Death Stranding 3.jpeg (Just as with vehicles, for character movements you need to position the camera at an angle that best gives away the sense of a leap towards something or somewhere. In this example our character is jumping off a cliff. By leaving the ground/landing zone invisible to the viewer, the composition gives a sense of a much higher jump than it actually is and by tilting the camera slightly downward, that accentuates the feel of a jump even more.)
  • 16:15, 16 September 2020 Abratox talk contribs created page File:Death Stranding 2.jpeg (In photography, the rules of thirds make the photo look more pleasing. Therefore it is not common to have items or subjects put in the dead center. In this example, having the character in the middle of the photo works perfectly because it is showing scale, just how large the world around him is. It also helps that due to the layout of the land, it is not a flat horizon but a more triangular composition giving also the depth to the image.)
  • 16:15, 16 September 2020 Abratox talk contribs uploaded File:Death Stranding 2.jpeg (In photography, the rules of thirds make the photo look more pleasing. Therefore it is not common to have items or subjects put in the dead center. In this example, having the character in the middle of the photo works perfectly because it is showing scale, just how large the world around him is. It also helps that due to the layout of the land, it is not a flat horizon but a more triangular composition giving also the depth to the image.)
  • 16:15, 16 September 2020 Abratox talk contribs created page File:Death Stranding 1.jpeg (Any time you want to show a sense of movement or speed you need to position the camera in the direction of the movement. It could be either in front, behind or at the side of character depending what story you want to tell. In this particular photo not only are we showing movement up a hill but the camera has been tilted slightly to show the viewer it is an uphill climb. It gives the image more dynamic feel rather than keeping it flat/horizontal.)
  • 16:15, 16 September 2020 Abratox talk contribs uploaded File:Death Stranding 1.jpeg (Any time you want to show a sense of movement or speed you need to position the camera in the direction of the movement. It could be either in front, behind or at the side of character depending what story you want to tell. In this particular photo not only are we showing movement up a hill but the camera has been tilted slightly to show the viewer it is an uphill climb. It gives the image more dynamic feel rather than keeping it flat/horizontal.)
  • 12:39, 13 September 2020 Marcus talk contribs deleted page File:Far cry bus.jpg (Copyright violation)
  • 12:39, 13 September 2020 Marcus talk contribs deleted page File:Spider man colors.jpg (Copyright violation)
  • 12:39, 13 September 2020 Marcus talk contribs deleted page File:Far cry joseph seed.jpg (Copyright violation)
  • 12:39, 13 September 2020 Marcus talk contribs deleted page File:Geometry of objects1.jpg (Copyright violation)
  • 12:39, 13 September 2020 Marcus talk contribs deleted page File:Geometry of objects2.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Lines.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Read dead 1.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Read dead 2.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Rule of thirds1.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Rule of thirds2.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Ship hangar 1.jpg (Copyright violation)
  • 12:38, 13 September 2020 Marcus talk contribs deleted page File:Ship hangar 2.jpg (Copyright violation)
  • 12:28, 13 September 2020 Marcus talk contribs deleted page File:Wolf.png (Copyright violation)
  • 12:26, 13 September 2020 Marcus talk contribs deleted page File:Cape-catfish.jpg (Copyright violation)
  • 12:06, 13 September 2020 Abratox talk contribs created page File:Cape-catfish.jpg (Right after the tiny encampment of Dignity Village in GTA V. The tiny little ocean side hamlet consists of a medium-sized shack with junk lying around along with a few houses scattered about.)
  • 12:06, 13 September 2020 Abratox talk contribs uploaded File:Cape-catfish.jpg (Right after the tiny encampment of Dignity Village in GTA V. The tiny little ocean side hamlet consists of a medium-sized shack with junk lying around along with a few houses scattered about.)
  • 11:42, 13 September 2020 Abratox talk contribs created page File:Ship hangar 2.jpg (Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!)
  • 11:42, 13 September 2020 Abratox talk contribs uploaded File:Ship hangar 2.jpg (Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!)
  • 11:40, 13 September 2020 Abratox talk contribs created page File:Ship hangar 1.jpg (Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!)
  • 11:40, 13 September 2020 Abratox talk contribs uploaded File:Ship hangar 1.jpg (Light penetrates the ship hangar in the left background, illuminating a stage and all the objects surrounding it. In the right foreground, the fighter jet sticks out a bit, partially obscured by the darker lighting. The contrast and asymmetry of the image is striking, portraying balance and imbalance simultaneously. Pretty neat!)
  • 10:05, 13 September 2020 Abratox talk contribs created page File:Rule of thirds2.jpg (The first thing your eyes focus on is the bright opening through the trees, allowing beautiful shafts of light to penetrate the canopy. You’ll notice this area is off-center. Going back to the rule of thirds, you generally don’t want to center a point of interest. As you pan over the bright light, your eyes begin to veer leftward onto the large statues, again in the left third of the in-game photo. Falling leaves and foreground ruins bring out an additional bonus: an illusion of movement and...)
  • 10:05, 13 September 2020 Abratox talk contribs uploaded File:Rule of thirds2.jpg (The first thing your eyes focus on is the bright opening through the trees, allowing beautiful shafts of light to penetrate the canopy. You’ll notice this area is off-center. Going back to the rule of thirds, you generally don’t want to center a point of interest. As you pan over the bright light, your eyes begin to veer leftward onto the large statues, again in the left third of the in-game photo. Falling leaves and foreground ruins bring out an additional bonus: an illusion of movement and...)
  • 10:05, 13 September 2020 Abratox talk contribs created page File:Rule of thirds1.jpg (The first thing your eyes focus on is the bright opening through the trees, allowing beautiful shafts of light to penetrate the canopy. You’ll notice this area is off-center. Going back to the rule of thirds, you generally don’t want to center a point of interest. As you pan over the bright light, your eyes begin to veer leftward onto the large statues, again in the left third of the in-game photo. Falling leaves and foreground ruins bring out an additional bonus: an illusion of movement and...)
  • 10:05, 13 September 2020 Abratox talk contribs uploaded File:Rule of thirds1.jpg (The first thing your eyes focus on is the bright opening through the trees, allowing beautiful shafts of light to penetrate the canopy. You’ll notice this area is off-center. Going back to the rule of thirds, you generally don’t want to center a point of interest. As you pan over the bright light, your eyes begin to veer leftward onto the large statues, again in the left third of the in-game photo. Falling leaves and foreground ruins bring out an additional bonus: an illusion of movement and...)
  • 09:53, 13 September 2020 Abratox talk contribs created page File:Read dead 2.jpg (The first thing your eyes will drift towards in Red Dead II is, well, the inn smacking you right in the face! I deliberately placed the camera here to bring attention to the building and allowed the angle of the street (continuing onwards towards nature), sidewalks, and power lines to portray the illusion of a more interesting town at large. This creates more dynamic influence versus a head-on static shot. The contrast between the lighter values of the left versus dark on the right also highl...)
  • 09:53, 13 September 2020 Abratox talk contribs uploaded File:Read dead 2.jpg (The first thing your eyes will drift towards in Red Dead II is, well, the inn smacking you right in the face! I deliberately placed the camera here to bring attention to the building and allowed the angle of the street (continuing onwards towards nature), sidewalks, and power lines to portray the illusion of a more interesting town at large. This creates more dynamic influence versus a head-on static shot. The contrast between the lighter values of the left versus dark on the right also highl...)
  • 09:52, 13 September 2020 Abratox talk contribs created page File:Read dead 1.jpg (The first thing your eyes will drift towards in Red Dead II is, well, the inn smacking you right in the face! I deliberately placed the camera here to bring attention to the building and allowed the angle of the street (continuing onwards towards nature), sidewalks, and power lines to portray the illusion of a more interesting town at large. This creates more dynamic influence versus a head-on static shot. The contrast between the lighter values of the left versus dark on the right also highl...)
  • 09:52, 13 September 2020 Abratox talk contribs uploaded File:Read dead 1.jpg (The first thing your eyes will drift towards in Red Dead II is, well, the inn smacking you right in the face! I deliberately placed the camera here to bring attention to the building and allowed the angle of the street (continuing onwards towards nature), sidewalks, and power lines to portray the illusion of a more interesting town at large. This creates more dynamic influence versus a head-on static shot. The contrast between the lighter values of the left versus dark on the right also highl...)
  • 09:50, 13 September 2020 Abratox talk contribs created page Viewpoint (Created page with "==Example== <div><ul> <li style="display: inline-block; vertical-align: top;"> File:Wolf.png|thumb|none|500px|I wanted to concentrate over the attacking wolf and my mage p...")
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