Source Filmmaker

Source Filmmaker

exitopro Feb 27, 2017 @ 6:20pm
CSGO ONLY?
So, im an animator. I'm doing lots of comission right now for csgo films, but whenever I mess around in sfm with csgo material, it looks to hl2 and not cinematic. I want my csgo films to look like the trailer valve made, not like the next one.

https://www.youtube.com/watch?v=edYCtaNueQY&t=112s

https://www.youtube.com/watch?v=IBgwlJKZtdQ

Any help? Tips?
What Im looking for:
Camera Lense
Lighting
Animation style?
Models and Props Used? Diffrently?
Thanks.
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Showing 1-5 of 5 comments
bryce tankthrust Feb 27, 2017 @ 6:39pm 
The Valve CSGO trailer was made with Motion Capture software. Which is kind of expensive.

I recommend you watch the official valve tutorials on animation and check out people like Jimer Lins for further instructions.

For things like Cameras, Lighting, you need to learn about the rule of thirds, field of view, etc.
exitopro Feb 27, 2017 @ 6:40pm 
Originally posted by Cass:
The Valve CSGO trailer was made with Motion Capture software. Which is kind of expensive.

I recommend you watch the official valve tutorials on animation and check out people like Jimer Lins for further instructions.

For things like Cameras, Lighting, you need to learn about the rule of thirds, field of view, etc.

Trust me, I know all of that. I've spent days watching the tutorials, all Jimer lins, and I thankfully had the winglet himself make me (nicely) his own personal animation tutorial. My problem here is the quality. Most of these tutorials are for tf2, which pretty much completey diffrent. I need CSGO help.
EmperorFaiz.wav Feb 27, 2017 @ 6:48pm 
The lightings and the video composition that influenced how cinematic that video is. That's something you have to learn outside of SFM.

There also post editing as well.
Marco Skoll Feb 27, 2017 @ 6:55pm 
There's lots of colour correction, film grain, vignetting and volumetric lighting going on in that CS:GO trailer. It also looks like the AO might be set higher than default.

The second video is also relying on map lighting, which will never produce a "realistic" look, as it's very simplistic (it calculates all lighting from the model's illumpositiondag) and doesn't cast shadows.
Getting the best look requires fully manual scene lighting (and quite a lot of understanding of the light settings to control how the light spreads and casts shadows).
marty Feb 27, 2017 @ 7:03pm 
stop being a sissy and add me so i can help you with these things
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Date Posted: Feb 27, 2017 @ 6:20pm
Posts: 5