S54 STL Team Sigs
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![]() Registered S24, S26 Challenge Cup Champion ![]() Registered Senior Member
The layout/composition is cool. I like what you did with the numbers.
What brings this down a bit is most of the faces are over-sharpened, which is even more visible with the rest of the body being blurry. Not quite sure it works in this case. I would go with a less sharp, but uniform render. ![]() Registered S24, S26 Challenge Cup Champion 05-20-2020, 06:26 PMboubabi Wrote: The layout/composition is cool. I like what you did with the numbers.Yeah, I had a hard time trying to find a good balance with that. This was my first time making sigs with a shorter height and I was worried that the renders would be tough to see but I went kinda overboard lol. I usually tend to stick with bigger renders for that reason ![]() Registered Senior Member 05-20-2020, 07:59 PMrum_ham Wrote:05-20-2020, 06:26 PMboubabi Wrote: The layout/composition is cool. I like what you did with the numbers.Yeah, I had a hard time trying to find a good balance with that. This was my first time making sigs with a shorter height and I was worried that the renders would be tough to see but I went kinda overboard lol. I usually tend to stick with bigger renders for that reason From my experience with this kind of canvas, I tend to go left to right as a focal point. So my render as to be in a position where it would be natural for me to look to a direction ![]() Or, you can focus more on the face of the render ![]() ![]() ![]() ![]() ![]() ![]() ![]() I think this sig has some resembling components ![]() Those aren't perfect, but it's just an example of some of my attempts at smaller sigs ![]() Registered S24, S26 Challenge Cup Champion 05-20-2020, 11:29 PMboubabi Wrote:Damn, those are nice05-20-2020, 07:59 PMrum_ham Wrote: Yeah, I had a hard time trying to find a good balance with that. This was my first time making sigs with a shorter height and I was worried that the renders would be tough to see but I went kinda overboard lol. I usually tend to stick with bigger renders for that reason ![]() How do you keep the smaller renders so clear without overdoing the sharpness? Is just about messing around until you find the right balance? I was using a unsharp/curves/high pass/threshold mask on all of these renders, I probably just went overboard ![]() Registered Senior Member
Yeah, those are all valid techniques. For me, smart sharpen works pretty well, but some things are meant to be smooth/blurry. I would probably sharpen my render at first and then just build layers on top of it, not necessarily at the end of everything
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