I'm proud of this one. I spent about 3 hours on it (most of my sigs are done in 20-30 minutes). I didn't even know what I am doing most of the time... I jus experimented a lot wondering, how it turns out. It's my debut to C4D (used "sweet C4d" by Clash, located in premium renders, non-gaming), and the first sig I have ever made WITHOUT brushes at all. hope you like it. with adjusted saturation (Daecu's advice) comments and criticism welcome. a little advice would be really appreciated.
above anything else I'd say its over contrasted/saturated, the effects look cool but the colors are coming through a bit strong fro me, good use of c4d though and props for not using brushes I use them alot but its good to not rely on them once in a while ^^
Sorry bro. I've been gone for a while. I think it looks pretty good. ^_^ Work on making your bg look a little more realistic. Right now, it's got a strange effect on it, like some weird blurry odd thing. It almost looks cell shaded. But take that off and it'd look a lot better.
hm, really? you know, I wanted it to have some weird something on it, it looked too plain without those effects...
Oh, well, try to make it look more "realisticly" cool. Like darker, deeper and more colorful effects.
hey mate, i've seen your renders, they're excellent looking at the sig right now, i'd say the ripple/wave filter you ran on a duplicate of the render layer is the main problem. yes, it adds some general "effects" and it looks rather neato around the sword handle... but overall, it gives the render a kinda loose and sluupy feel, if ya know what i mean. :lol: i see you've integrated some stocks into the sig, and i think you should expand on that more. i can make out what looks like a building on the left side. if you make that more clear, and integrate some lighting to bring the scene together, i think it'll work well.
this is totally unfair. 3 or 4 people commented this (thatnx, btw), and it's already on the second page.
It's a bit chaotic which isn't bad it's just the lack of emphasis on the focal point which is obviously the render the depth perspective needs tuning to help bring the render out of all the chaos which with a few techs not only can you help it stand out and give the whole thing a depth overhaul but you can also blend the render with a soft eraser tuned way down and let some of fade *not disapear* into the effects behind her. work on a little experimenting with the blur tool but don't overdo it just lightly to the objects that would seem further off from where the *photoperspective focal point* would be try thinking of it in a camera that has a wide range focal lens on it I hope that helps but still might not make sense.
I like the effects you put but it doesn't seems to fit with the BG and I didn't like the borders. Any ways it's a pretty nice signature.
the focal point is the part of the piece in which a person's eye is immediately drawn too which would also be known as the subject of the piece it's very very important when doing a piece of artwork to emphasis the focal point by means of color, lens effect focus, and using flow as a means to get the point of focus to stand out amongst all the rest of the work so that people's eye are not confused on what they should be looking at in rare cases abstract is the only type of artwork that will not have a focal point but only in SOME of the abstract pieces