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#1

Visuals

Archive: 12 posts


I have always tried my best with visuals, but it always seems others think they are too rushed or empty. I then try to spend MORE time and make it more fulfilling, but then people complain about it being cluttered. I can't seem to find a happy medium that will please people. I would really like some good pointers and tips to making great visuals.

I would really love to know how yu-kamone makes his visuals so stunning. how does he do it?
2012-11-10 21:29:00

Author:
unc92sax
Posts: 928


Expermiment with material, object and decoration combinations. Altough I'm not the one who should be giving hints on visuals since my levels mostly rely on layering. 2012-11-10 21:40:00

Author:
nysudyrgh
Posts: 5482


Well I do that, and it always seems to look good to me, but then others don't think it looks good.2012-11-11 02:08:00

Author:
unc92sax
Posts: 928


dude, your visuals are amazing. Do whatever you did for the forest for sackenstein and the labyrinth demo's visuals. Also any part about visuals i didn't comment on in sackenstein i liked as well. As for tips I could only say that pictures help a ton! Reference images. I look up very specific reference images for everything in the scene and copy that detailed model with slight fluctuations. I think reference images would be the best thing to help overcrowding.2012-11-11 02:13:00

Author:
koltonaugust
Posts: 1382


What do you mean by copying images?2012-11-11 02:18:00

Author:
unc92sax
Posts: 928


.__. Time! Like I spent... Don't know how much but much (That really didn't make sense)

My visuals are "Stunning" <--- VJ says.

But really, try to be an artist, hit every detail, add "new" and something that fills and fits for the level(s)! : )
2012-11-11 02:18:00

Author:
doggy97
Posts: 964


.__. Time! Like I spent... Don't know how much but much (That really didn't make sense)

My visuals are "Stunning" <--- VJ says.

But really, try to be an artist, hit every detail, add "new" and something that fills and fits for the level(s)! : )Is it that simple. Because your visuals are great...
2012-11-11 02:23:00

Author:
unc92sax
Posts: 928


My visuals are "Stunning" <--- VJ says.

They are my friend, they are. :hero:



@ Unc- Your visuals are fine. I don't know what your worried about.

When you take your time, your art is awesome.

Don't try to be like yu-kamone, that guy is untouchable when it comes to visuals.

Just take your time and do the best you can do. Don't rush anything. Let it come to you, and it will.
2012-11-11 02:35:00

Author:
VelcroJonze
Posts: 1305


Best I can offer:

- Never let up on visuals and be consistent as you create. Levels that begin beautiful and end rushed and visually lacking leave a bad lasting impression.

- Mess around with lighting. I can't stress what an impact lighting can make on aesthetics.

- Hard to explain this one, and it all comes down to personal preference, but I advise to keep things "small" when creating highly-detailed levels. What I mean by this is, if you want things as realistic as possible, keep things generally life sized and proportional. Are flowers really the size of a person?

- Always utilize Game Cameras. I never have my Sackperson wandering about without a Game Camera directing their view of my level. Changing perspective this way opens up new decorative opportunities and can help alleviate clutter.

- Also in regards to the clutter, try and keep the path that your Sackboy follows generally clear and unblocked, with the majority of the detail around him rather than in his way. Make sure his path is clear and visible.

- Another personal preference: this is LBP, so don't be afraid to show some of LBP's "signature gameplay elements". I do not like creators blocking checkpoints, decorating/re-sizing score bubbles, etc. Plain bubbles look fine on their own, and checkpoints and other core LBP mechanics need to be recognizable by the player.

- Be. Consistent. Please. And feel free to spend forever perfecting your visuals. It pays off greatly.


Don't try to be like yu-kamone, that guy is untouchable when it comes to visuals.
Ya never know...

http://www.lbpcentral.com/forums/attachment.php?attachmentid=42882&d=1352682537
2012-11-12 01:12:00

Author:
RJA00000
Posts: 387


Some of the best advise I have heard yet on making a pretty level.

Thanks RJA00000!!!
2012-11-12 01:36:00

Author:
VelcroJonze
Posts: 1305


Thanks RJ!
I have been working on camera angles more recently, and putting a ton of work. I always keep LBP gameplay in there, so that shouldn't be a huge issue fore me. I really need to keep my visuals top-notch and consistent throughout my whole level. I am pretty good with lighting.

Now I shall begin with my artistic masterpiece!

If you have anymore suggestions, leave it here. I may make a useful visuals tutorial for all to see... and I will give you guys credit.
2012-11-12 17:46:00

Author:
unc92sax
Posts: 928


Don't try to be like yu-kamone, that guy is untouchable when it comes to visuals.

Then we will become BETTER!!!1 :hero: /Confidence
2012-11-13 19:35:00

Author:
nysudyrgh
Posts: 5482


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