I also still like the
Also the ones I made for Elrich's Screenshot Story are ok most of the time, without the pressure of having to appeal to the voters you can be a lot more free in what you do and try out different things. Although admittedly my experiments with the height changer have not yielded any good-looking results yet, same goes for undermap shots... I'm fairly clumsy at that.
Well I take ages to make a shot, sometimes like a week or so. Until everything is in its place, the animations are spot-on, the effects are timed right and especially the lightning is as effective as possible. Then it takes me another day to pick the best shot from more than a hundred... I pause the editor at the perfect moment and then run through dozens of lightings and modify them. I don't use triggers or cinematic mode, fussing around with that would kill me. All is done in-editor, as I'm not the greatest technician; most of the shots are made WYSIWYG so to speak...
First of all filtering the scene through a water hill. That's the tissue-like texture in some of the shots. When I told Hail about that trick he went completely bonkers and started to exploit it.... He made some really amazing shots with it and also won many contests, I think he took it to the another level. We've had a very long and fruitful conversation about the WH trick and discovered quite a few possibilities. I use water hills as a filter in the foreground, but also as a backdrop, when none of the available skies seem to suit the shot, like in the Stargate one for instance. The thing is that the water surface is highly manipulable by the lighting, you can achieve amazing results.
The second trick is related to that. Hail taught me how to make waterbodies. So I started to experiment with solid surfaces and interestingly some of them are semi-transparent, i.e. you can create a lake with a transparent solid surface, then arrange your shot underneath that surface and zoom in. I did that for the Ice World shot, the terrain through which the shot was taken is one of the Olympus ones I think, but the ice terrains, and some others, work as well to some extent.
You have a whole map for your shot, there is no need to squeeze it into a corner. Don't show the edge of the map unless you use a sky; in this case sky and lighting should match... don't use the grey stormy sky with a pink or blue lighting, it makes no sense. If no sky matches it doesn't matter, either put something (sensible) in the background or zoom in.
Don't use granite in any circumstances. It is so *ugly* it makes me writhe in pain. Don't use the awful Greek standard mountains unmixed. Don't use Trojan or Atlantean walls by just chucking them onto the map, unmodified they look extremely coarse. Mix your forests, use Reyk's forests and waterbodies pack for that. Reyk has released some great stuff for eyecandyists.
There seems to exist the common misconception not to use Grass A. I think Grass A is perfectly alright, if you mix it well. It can also look entirely different if you change the lighting. Don't rely on the Terrain Mod to collect cheap votes for you.
Don't compulsively tile the meadows and forests, in particular not with these sterile city tiles or Atty bathroom tiles. Also there have no Atty bathroom tiles been found inside Egyptian pyramids yet (just saying).
Don't use any of the standard lightings that came with the game, they are horrible. Instead, create your own ones. Just start clicking around in the colour boxes and play with the sun rotation and inclination. Humans are visual animals, a strong lighting beautifies the shot more than any eyecandy, while a bad lighting can completely kill a good shot.
For the same reason you should also mix the player colours of your different units and objects or pick suitable ones, unless, of course, you live in a world where everybody and everything, *including the buildings*, is default blue or red. There are so many colours available, download Nottud's editor and dare make use of brown and white etc for your buildings... use natural looking colours.
Don't hesitate to enlarge, downscale, rotate, tilt or animate objects, or make them unrecognisable; vary the sizes of repeatedly occurring objects like trees, rocks etc. It's a good trick! Use cinematic animations for your units. If you take the shot in-editor you can just press pause to stop the animation at the right time, and then keep moving the unit around, which is very comfortable.
Don't flatten the map, use elevation. Nothing is more implausible than a steamrolled landscape.
Look at the screenshots of the grandmasters, like Hail, SoV, Elrich, Nightfever, Lupus, to get an impression of what is possible, and try things which you have seen in their shots. Learning by copying is a good way to start, like every Chinese Calligrapher will tell you
Hmm... now that looks like the first chapter of a screenshot guide...
For that same reason I have also started to look into HTML/CSS, to be able to style my blogs etc. I'm still a bloody beginner, though, but can modify a code to suit it to my requirements. Nothing major, but I am gathering as much knowledge as possible along the path.
"You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
"Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
Ex Seraphs Dictator, Spore Heaven Seraph