Room C+C + perspective issues

Started by Quintaros, Sat 12/07/2003 07:14:50

Previous topic - Next topic

Quintaros

I wanted to get some feedback for the compostion of this shot.  
I like the overall look of the frame but am concerned that the characters are dwarfed by showing a wide shot like this.  Should I zoom in to make the characters appear larger in the frame?

Also could somebody recommend how to fix the perspective on the door and video screen ( the thing with the coloured globules).  Its supposed to be a round room except for these two walls and the thing at the top centre is the rooms lighting.




Miez

Actually the perspective on the door and video screen look pretty good - it's the "light thing" in the ceiling that looks a bit strange - like it's tipped backwards.
Nice BG btw. :)

Darth Mandarb

The perspective on the door looks fine to me.  It's small enough.

The thing on the ceiling looks slightly off ...

The video screen is very close to being okay.  You might select the middle of it and bump it up one row of pixels.  Leave about 25 pixels on the left and right edges and just move the middle up.  Do this in smaller increments as you approach the center.

I did this very quickly and it doesn't look quite right, but enough to give you the idea of what I meant!


Hope that helps!

dm

TheDude

I'm not sure this is correct but take a look:



If you can't see the image then my server ain't up, check back later!

Synthetique

they look like poser models.. are they?

Neole

The upper light circle is off perspecitive too - its height needs to be much less as compared to its width.

Quintaros

Quote from: Synthetique on Mon 14/07/2003 13:59:41
they look like poser models.. are they?

Yes those characters began life in poser. I'm exporting image files from poser as templates for my characters.  I draw over the template in Paint Shop to give the appropriate clothing and faces.  

aurynnz

Hi there,

Assuming the light at the top is central to the structure - the arcing pinkish wall to the right will need to have the arcing lines co-incide with the centre of the light fixture (which they do not at present). Also - if my assumption is wrong - you will need to alter the flare of the arcs regardless - especially the right-most one as the flare is incongruous.

The light fixture at the top (assuming its centre is the centre white light) will need to have the perspective adjusted to match your vanishing point. Depending on whether you choose to angle the top-door frame downwards or upwards - you may not see the lights on it at all - and see only the top of the fixture.

If you are going to alter the curvature of the screen - make sure it does so in partnership with the perspective of the circular flooring. It isn't necessary to give it curvature - unless the wall it resides on is curved itself - if the wall is actually flat - then the screen can remain flat-edged.

=A=


Quintaros

Thanks for your help everyone.  I've adjusted the perspective on the light and fixed the angles on the screen.  The door still isn't quite right but I've found some more reference photos to help me figure it out.  

Making a game out of an established series is turning into a real double edged sword.  On one hand its nice to have the production design already completed but on the other hand its tough to match it up properly.

SMF spam blocked by CleanTalk