View Full Version : How to give an impression?
bonestructure 04-22-2009, 02:56 PM I'm just finishing up a current book cover job, and am thinking about my next book cover job. I get to do the odd kind of architectural image I really do love to do, but at the same time, it's a challenge.
The main subject of the image is a massive, intricately carved, mystic door, heavy iron hinges and gold doorknob. I'm working on the map for the carving and all, that's not a problem. But I'm puzzled at how to give the impression that it's massive and heavy. I mean, yeah, I can make it very wide and all, the lintel is supposed to be 6 feet wide. But just making it big doesn't necessarily mean it will feel massive. I'm just wondering if anyone has any tips or ideas as to how to give this impression of mass and weight and all.
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soulburn3d
04-22-2009, 03:07 PM
Well, it may have nothing to do with texturing, but camera angle and lens type will have a major effect. If you place the camera quite low looking up, and maybe a wider angle lens, that will help make the door look massive and heavy.
- Neil
bonestructure
04-22-2009, 04:22 PM
I had not thought of that, and it would work for this. The door is under a porch, so I have to get the lighting just right anyway. And a low angle would add to the impression. Thanks Neil. You always have good suggestions,
I do think it has a bit to do with texturing. Mostly in choosing the right wood for the door. I plan on making a poly heavy box, displacing the mesh just a bit, then using Vray displacement to move the rest of the carving out a bit. I don't really know what kind of wood to use yet, though. I don't think a light colored wood would look massive. I think it has to be a dark wood. But not so dark that the carving can't be seen. The door is like the central symbolic element in the book, so I have to get it right. The low camera angle is a good idea though. Plus it makes it look a little threatening, which it should. The lintel and door jambs have to be carved with mystic runes as well. It's quite fun, really.
I'm happy that I get to do this odd kind of architectural image for this. I love this particular type of image, and have been doing them for years for my own enjoyment. Now I get to do one for work. So yay! lol.
You're always so helpful Neil. You should get like, a most helpful artist award or something. If I had one, I'd give it to you. But you are appreciated by lots of people.
I'm just finishing up a horror cover, and this will be my first YA fantasy cover. So it's a little new for me. I usually do horror and science fiction.
leigh
04-22-2009, 04:57 PM
When working on large scale objects, an important thing to get right in the texture is the scale of the details. With a huge door, the wood grain should be quite small, because if the grain is too large, it will give the impression that the door isn't large.
soulburn3d
04-22-2009, 06:49 PM
I do think it has a bit to do with texturing.
Oh certainly the texture will matter, especially the size of the wood grain like Leigh mentioned. I just think the camera stuff will be a very important aspect, and it's a pretty easy thing to start with.
- Neil
BenDstraw
04-23-2009, 09:29 AM
an over exagerated perspective might also help.
also maybe some ambient objects at the bottom to show the scale of door(bushes,skeletons, or maybe a rat or something). Also for weight you could show distortions in the ground the door stands on with stress cracks at the bottom.
just some thoughts! good luck with your project.
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