User contributions for Abratox

A user with 108 edits. Account created on 16 August 2020.
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19 September 2020

16 September 2020

  • 16:4016:40, 16 September 2020 diff hist +57 ViewpointNo edit summary current
  • 16:3916:39, 16 September 2020 diff hist +496 ViewpointNo edit summary
  • 16:3816:38, 16 September 2020 diff hist +129 ViewpointNo edit summary
  • 16:3616:36, 16 September 2020 diff hist +526 N ExperimentationCreated page with "==Examples== <div><ul> <li style="display: inline-block; vertical-align: top;"> File:GranTurismo_2.jpg|thumb|none|500px|Adding motion blur gives a photo a sense of speed...." current
  • 16:3516:35, 16 September 2020 diff hist +656 N GeometryCreated page with "==Examples== <div><ul> <li style="display: inline-block; vertical-align: top;"> File:GranTurismo_3.jpeg|thumb|none|500px|When taking a wide-angle screen shot of an area, i..." current
  • 16:3216:32, 16 September 2020 diff hist −705 Rule of ThirdsNo edit summary current
  • 16:3016:30, 16 September 2020 diff hist +571 N DepthCreated 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..." current
  • 16:2416:24, 16 September 2020 diff hist −5 File:HZD 1.jpeg→‎Horizon Zero Dawn current
  • 16:2216:22, 16 September 2020 diff hist +19 In-Game PhotographyNo edit summary
  • 16:2016:20, 16 September 2020 diff hist −40 In-Game PhotographyNo edit summary
  • 16:1816:18, 16 September 2020 diff hist +505 N File:Spiderman 1.jpegSpiderman 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. current
  • 16:1716:17, 16 September 2020 diff hist +519 N File:HZD 2.jpegWhenever 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... current
  • 16:1716:17, 16 September 2020 diff hist +8 File:HZD 1.jpeg→‎Summary
  • 16:1716:17, 16 September 2020 diff hist +464 N File:HZD 1.jpegHorizon 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.
  • 16:1616:16, 16 September 2020 diff hist +361 N File:GranTursmo 4.jpegIn 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. current
  • 16:1616:16, 16 September 2020 diff hist +537 N File:GranTurismo 3.jpegWhen 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... current
  • 16:1616:16, 16 September 2020 diff hist +408 N File:GranTurismo 2.jpgAdding 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. current
  • 16:1516:15, 16 September 2020 diff hist +423 N File:GranTurismo 1.jpegFor 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. current
  • 16:1516:15, 16 September 2020 diff hist +455 N File:Death Stranding 3.jpegJust 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. current
  • 16:1516:15, 16 September 2020 diff hist +456 N File:Death Stranding 2.jpegIn 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. current
  • 16:1516:15, 16 September 2020 diff hist +464 N File:Death Stranding 1.jpegAny 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. current

13 September 2020

12 September 2020

30 August 2020

23 August 2020

22 August 2020

16 August 2020

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