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The Beautiful Scenes Guide
Archive: 14 posts
The Beautiful Scenes Guide I am sorry about not having pictures, but there are so many that (if I included them) I would need, so, I do not think I will be adding them. But on color information and pictures you can google "color wheel" Hello fellow sack people! In this guide I'll show you some good tricks to make good scenery and backgrounds, because you can have great game play, but if your level looks ugly, I doubt anyone would like it. This guide will be broken into 6 sections, so, lets get started! ]Material Selections Every once and a while you see someone use odd combinations of materials, sometimes good and sometimes [not so much]. The materials you choose greatly effects the look of your level. EX- if you choose stone vs. metal; stone makes you think of nature while metal makes you think of tech. You should choose about 3 to 5 materials(depending on your level) excluding dark matter and dissolve to keep your thermo down. A good mix you should choose is a sponge or polystyrene, a glass or look through material, and about 2 woods, metals, or stones Some tips to know when choosing your materials -Overusing some materials, such as the neon grid materials, can turn out badly unless done right. -Certain materials change the levels mood wood forest garden stone look (somethimes) boats/ships Metal Factory labs spaceships future (mainly MGS metals) subways sewers Stone mountains caves old temples sewers (in use with metal) canyons -Color matching is important, try and remember you old art classes from school lights and darks: how dark something is (amount of white and dark in the color) if its scary choose darkly colored materials, if its happy use lighter colors brights and dims: how much a color shines or pops (in pigments, mixing opposite colors make it less bright) once again scary is dim, happy is bright warms and colds: red, orange, and yellow are warm. green, blue, and purple are cold. usually mixing warm and color contradicts the point of your level, but some color mixes such as purple and red, green and yellow, or even blue and yellow come out well contrasting colors: opposites on the color wheel. red : green orange : blue yellow : purple if your level is mostly purple, then if you put a small bright bit of yellow in there every once and a while, your purple will look brighter split complementaries: if the opporsite of red is green then you use yellow green, and blue green. for more information google (or yahoo) "split complementary color wheel" triad complements: -the most common triads are: primary: red, yellow, and blue secondary: green, orange, and purple - other triad information google " triad color wheel" -mixing woods and metals don't work out that well because of contrasting feels but they can work if its like a factory in the woods or something like that 3D Effect Not much can be said on this subject other than there are some great things you can do with this glitch, I mean even MM likes it. If you don't know how to do it or just don't have the things you need to do it, Adi has a great tutorials here (https://lbpcentral.lbp-hub.com/index.php?t=22765-How-to-use-the-3D-layer-glitch-video-tutorial!&p=394151#post394151). Stickers and Decorations Adding a few stickers and decorations can make you level look quite a bit better easily. Creators like steve_big_gunz do great jobs with it. If your new to LBP and you really want to make a sticker of your own, but don't know how, you just take a picture of the [sticker] from the sticker sections of your poppit, then it will be the second to last sections in the sticker section. One great thing that you can do to make you level look better and more 3D rather than 3 plains of lat material is sticker the edges of your objects with the black gradient. This gives a somewhat "bursting out" effect to your object, big or small. Lighting Never underestimate the lighting in a level. I can make something go straight from scary to happy in a second. Lighting can make some beautiful effects in LBP, and its one of those things you should never neglect. There are a couple different lighting techniques i personally use: Under Glow: placing lights in NON NOTICEABLE spots under sackboy can give a great look. This technique is usually good for underwater, scary, and space levels Light Beam: placing a (foggy) spotlight (angled down at around 50-30 degrees) can make it look light the sunlight (or other light) is beaming in. Put the spotlight our of sight with the light shining through two or more objects (trees, a hole in a cave, or maybe a canyon) Coloring with lighting: using LED's (not foggy) out of sight, to have light hit the object in you level and give them color. Using a mix of similar colors works wonders! If you want under water purple, blue, and green usually work. For Scary reds, purples, and greens usually work. Etc. An interesting fact I didn't know about lights in LBP2 from LBP1 are brighter, so if you plan to transfer levels that your working on now to LBP2, you might have over lighted the level (which will over saturate it making it look bad) Also, the environmental colors, fog, lighting, and darkness changes the colors of the lights, thereby changing the feel. Environmental Changer As said before, the Environmental tool changes the feel of the level. DON'T FORGET: you can use the joystick to more specifically choose your degrees of these options. Certain things go with certain environments: Foggy -morning seas -snowy mountains -dense swamps and forests -scary stuff Darkness -scary stuff -caves -sewers -space Lighting -if your haven't noticed, lighting is much different from darkness. Lighting changes the position or the non-visible sun. It also makes the background darker. darkness makes everything black and only black to varying degrees. So, if you want to have a level in the afternoon, use lighting not darkness! Color Correction -this easily changes the color everything. There is black and white, greenish, purplish, orangish, etc. Desert usually go with orange, space usually goes with purple, and forests usually go with green. Find the one to best fit you level. Rocket Effect In case you didn't know making large rockets out of sight in your level can make a stormy or dusty wind effect. If you put in in the background layers it works even better! This can change a drowsy empty desert to a harsh wonderful dead land. and finally.... Cameras make you see! Whats the point of making something so beautiful if the player can't see it? The zoom and angle of the camera change the feel of the scene dramatically. Angle Up = looking at something big or dramatic Angle Down = looking at something small and insugnificant Angled to the Left or Right = the direction you should go Well, I hope this helped! | 2010-10-18 23:43:00 Author: septamus112 Posts: 82 |
can i see pictures of your examples? | 2010-10-19 01:39:00 Author: wait wtf Posts: 853 |
Making my levels look good, is really difficult, for me unless its futuristic. Thanks | 2010-10-19 07:14:00 Author: Bang126 Posts: 157 |
Like the camera angle and lighting detail. | 2010-10-19 08:02:00 Author: Eronninja13 Posts: 637 |
Wow! Great tutorial! Excellent for newer players or people who don't really know how to make their level look good. The lighting tips are really useful. | 2010-10-19 08:38:00 Author: Plasmavore Posts: 1913 |
Useful stuff, but maybe you could expand on the colour matching section of Material Selections. I remember nothing of my art classes, I'm sure I'm not the only one. Also, maybe you should warn people about lights in LBP2. As I understand it, some LBP1 levels with heavy use of light become oversaturated in the new engine, and lights hidden behind a layer of material no longer shine through it. | 2010-10-19 09:43:00 Author: Rogar Posts: 2284 |
I'm using the rockets out of sight, but they won't release smoke until they come onto the screen. The problem is that you can only see them by hovering in create. Any tips? | 2010-10-20 08:20:00 Author: Radishlord Posts: 706 |
do you have them turned on? not to be mean but i forgot to do that once and. Man did i feel stupid! anyway, you might also have them so big that the smoke is too big to see. ill explain... the rockets smoke thats up multiple layers, and as the rocket gets bigger so does the smoke and the layers it takes up. In the same idea as if you put a big 3D piece in the foreground to far or too thick you can see it because your sackboy is zoomed in compared to create mode. try making the rocket small, making sure tis on, and even maybe put in 1 or 2 layers into the background. If you do put it in your background, you 3D scenes get the "wind" too! hope this helped | 2010-10-20 12:30:00 Author: septamus112 Posts: 82 |
The smoke Is invisible only until you actually see it on screen. Then if I hover away from it the smoke will stop after about 10 seconds. I'll try using multiple smaller rockets and see if that works. | 2010-10-20 20:52:00 Author: Radishlord Posts: 706 |
I wonder if it's possible to gasify rockets? Probably is. Please tell me how. Anyway, let me explain the benefits of a gasified rocket: Benefits: 1)You can hide it in a thick object so you can't touch it and it won't kill you via the obvious gas way. 2)You can hide it kind of wide open, except it will be visible unless you put it on the white gas setting (or grey) but it will still be slightly visible. 3)Couldn't you put it out of view then full power so it isn't visible to the player and it still has the smoke effect? The gasify would make it float. 4)More on #1, you could glue it to the object so it's fixed and moves with the object. It would make a nice effect. If not gasified, couldn't you attach it to a piston and use rtm223's locking theory to make smoke continuously go past. I haven't tested this but couldn't you make them move continuously and really quick so it makes a slurred effect? Please could someone test this? Feel free to do so. Hope this helps! | 2010-10-23 21:22:00 Author: mutant_red_peas Posts: 516 |
yes, you can gasify rockets. same with all powerups! | 2010-10-24 00:28:00 Author: septamus112 Posts: 82 |
Hey, i linked your thread in my Creating Tips (https://lbpcentral.lbp-hub.com/index.php?t=38209-Bang126-s-Creating-Tips-(Updated-Weekly)&p=659897#post659897) thread. It seemed pointless me writing the same thing out again | 2010-10-24 18:22:00 Author: Bang126 Posts: 157 |
Great tutorial. I would love to see some pic of some examples. This really helps give me some insight of how to make better levels. Keep up the good work | 2010-12-12 02:38:00 Author: TREMIC1 Posts: 263 |
making levels look good is just something that troubles everyone, for some they have the time and the patience to do it, for others they are worrying to much about what other players will think about it, but the thing that we must all keep in mind is that no one is rushing you, you have the time to make a level look great and on Little Big Planet no one is judging you, they are judging your levels | 2010-12-14 09:26:00 Author: Unknown User |
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