All public logs

Jump to navigation Jump to search

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
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)
  • 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.)
  • 12:06, 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...")
  • 09:49, 13 September 2020 Abratox talk contribs created page File:Wolf.png (I wanted to concentrate over the attacking wolf and my mage preparing for the fight. If I made the frame bigger capturing part of the environment on both sides (or on the right/left only), the final result would have become a bit dispersive (and distorted due to the camera tilt I applied).)
  • 09:49, 13 September 2020 Abratox talk contribs uploaded File:Wolf.png (I wanted to concentrate over the attacking wolf and my mage preparing for the fight. If I made the frame bigger capturing part of the environment on both sides (or on the right/left only), the final result would have become a bit dispersive (and distorted due to the camera tilt I applied).)
  • 09:46, 13 September 2020 Abratox talk contribs created page Leading Lines (Created page with "==Example== <div><ul> <li style="display: inline-block; vertical-align: top;"> File:Lines.jpg|thumb|none|500px|Artificial and naturally occurring lines and curves can have...")
  • 09:45, 13 September 2020 Abratox talk contribs created page File:Lines.jpg (Artificial and naturally occurring lines and curves can have a dramatic effect on the overall composition of an image. Lines contribute to an illusion of depth and oftentimes bring attention to a specific focal point for the viewer. Arranging subjects and objects along lines can direct a person to follow along the picture for the perception of movement. Landscape shots tend to invoke a sense of stillness and tranquility thanks in part to a naturally occurring horizontal line)
  • 09:45, 13 September 2020 Abratox talk contribs uploaded File:Lines.jpg (Artificial and naturally occurring lines and curves can have a dramatic effect on the overall composition of an image. Lines contribute to an illusion of depth and oftentimes bring attention to a specific focal point for the viewer. Arranging subjects and objects along lines can direct a person to follow along the picture for the perception of movement. Landscape shots tend to invoke a sense of stillness and tranquility thanks in part to a naturally occurring horizontal line)
  • 09:43, 13 September 2020 Abratox talk contribs created page Balancing Elements (Created page with "==Example== <div><ul> <li style="display: inline-block; vertical-align: top;"> File:Geometry of objects1.jpg|thumb|none|500px|This spot stuck out to me, and the feeling of...")
  • 09:41, 13 September 2020 Abratox talk contribs created page File:Geometry of objects2.jpg (This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.)
  • 09:41, 13 September 2020 Abratox talk contribs uploaded File:Geometry of objects2.jpg (This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.)
  • 09:40, 13 September 2020 Abratox talk contribs created page File:Geometry of objects1.jpg (This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.)
  • 09:40, 13 September 2020 Abratox talk contribs uploaded File:Geometry of objects1.jpg (This spot stuck out to me, and the feeling of movement is a significant part of that. Rather than the hills and stone markers all being the same size, each is unique, with some larger than others. You can see the different markers placed closer to and farther from the horizon. The same can be said of the hills, each sloping and guiding the eye to move from one to the other, culminating in the larger mountain all the way in the back.)
  • 09:33, 13 September 2020 Abratox talk contribs created page File:Far cry joseph seed.jpg (This screenshot of Far Cry New Dawn is a classic example of a multitude of natural colors coming together to form a gorgeous picture. The rule of thirds places Joseph Seed (the subject) and the brown dirt trail on the bottom left. As your eyes move across the image, the green of the bushes and blue of the stream form the midpoint until the intense pink of the tree rounds out the upper right section.)
  • 09:33, 13 September 2020 Abratox talk contribs uploaded File:Far cry joseph seed.jpg (This screenshot of Far Cry New Dawn is a classic example of a multitude of natural colors coming together to form a gorgeous picture. The rule of thirds places Joseph Seed (the subject) and the brown dirt trail on the bottom left. As your eyes move across the image, the green of the bushes and blue of the stream form the midpoint until the intense pink of the tree rounds out the upper right section.)
  • 09:01, 13 September 2020 Abratox talk contribs created page Perfect Light (Created page with "Try to attract Attention Using Light. Our eyes naturally go to the brightest part of an image. To use this effect in your composition the main subject should be the brightest...")
  • 08:47, 13 September 2020 Abratox talk contribs created page File:Spider man colors.jpg (This shot of Marvel’s Spider-Man has many different colors and values going on. The high values of the wall tiles, metal surface of the stove fan, and orange glow from the outside light combined with the low values of the cabinets, doorway, and shadow of the mid-section create a wonderful balance. The reflectiveness of the mid-section is a nice bonus.)
  • 08:47, 13 September 2020 Abratox talk contribs uploaded File:Spider man colors.jpg (This shot of Marvel’s Spider-Man has many different colors and values going on. The high values of the wall tiles, metal surface of the stove fan, and orange glow from the outside light combined with the low values of the cabinets, doorway, and shadow of the mid-section create a wonderful balance. The reflectiveness of the mid-section is a nice bonus.)
  • 08:37, 13 September 2020 Abratox talk contribs created page Far Cry (Created page with "Die Hauptfigur des Spiels ist Jack Carver, ehemaliger Elite-Soldat der US Marines, der sich zur Ruhe gesetzt hat und sein Geld nun mit Bootsfahrten im Südpazifik verdient. Er...")
  • 08:13, 13 September 2020 Abratox talk contribs created page File:Far cry bus.jpg (I angled the Far Cry screen below to ensure a large portion of the bus is towards the right third, along with the tree in the foreground. I took the viewer’s point of view into account by positioning the camera to show a longer, wider shot of the bus that flows into the deeper sections of the screenshot. While most of the right third is taken up by the bus and tree, the left-most portion is kept a bit emptier with lots of negative space (the sky). This is a more pleasing image over a more hea...)
  • 08:13, 13 September 2020 Abratox talk contribs uploaded File:Far cry bus.jpg (I angled the Far Cry screen below to ensure a large portion of the bus is towards the right third, along with the tree in the foreground. I took the viewer’s point of view into account by positioning the camera to show a longer, wider shot of the bus that flows into the deeper sections of the screenshot. While most of the right third is taken up by the bus and tree, the left-most portion is kept a bit emptier with lots of negative space (the sky). This is a more pleasing image over a more hea...)
  • 08:35, 12 September 2020 Abratox talk contribs created page Artists (Created page with "==List of artistic in-game photographers== * Duncan Harris [http://deadendthrills.com/] * Leonardo Sang [https://leosang.com/backseats-in-videogames] * John Paul Bichard [htt...")
  • 07:48, 12 September 2020 Abratox talk contribs created page Rule of Thirds (Created page with "The image is divided into 9 equal segments by 2 vertical and 2 horizontal lines. You should position the most important elements in your scene along these lines, or at the poi...")
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)