Taking Proper Screen Shots and Renders - The Guide Difficulty: Intermediate |
| Category: FPSB > Other/Misc | Author(s): TheDark, Noiseless, Luntix |


Quick links:
Renders
Maps
GUIs Sprays
Skins
Tutorials
Hello, welcome to another tutorial by TheDark. Today we'll be going over how to get proper screen shots and making catchy renders. I'll be pointing out the differences beetwen a good and bad examples. All of this will help you in a few ways:
- You'll learn something.
- Your submissions will be more noticeable.
- You wont get yelled at for sloppy screen shots and renders.
To make this tutorial I'll be using the default VALVe models and weapons, slightly modded. As well as maps. I will also be using a default spray and custom GUI. So, now that I've explained what I'll be using, I'll explain what we're doing exactly.
I'm going to show you how to make your screen shots and renders look up to par. This way when people take a gander at your submission, they're attracted to it. They'll want to take a closer look, maybe even use it. So, how can we do this you ask? Keep reading and you'll find out!
Before we being, I suggest you know how to enable your console in source games. There is more then one way of enabling your console. The first would be using the command line:
Open Steam > Right-Click the game you wish the enable the console in > Click Properties > Click Set Launch Options > Add: "-console" (Without the quotes)

Another way being, load up the game you're going to be using and click Options > Keyboard > Advanced and check "Enable Developer Console"

Please Note: Clicking a link will open a new tab/window, feel free to click them without loosing your current spot.
- Renders
So, to start things off I'll give you a few examples of good, decent, and bad renders. Then I'll explain why each is labeled as such and explain how it could have improved.
Good
Story: As you can see, this render has a nice lighting source, displays different angles of the skin it offers, and quite frankly - it's an attention snatcher. You're a clicker. You've fallen in love with the render, now you want to see the rest. There isn't much room for improvement as it's already stealing your eyes and making your left finger twitch.

Decent

Story: This skin strikes a pose. You want to click. Your eyes are drawn to the swirl and mixture of color. The skin itself sticks out, allowing you to know what exactly you're getting, but the background also draws attention.. which may lead you to find it interesting for a little. It's a good way of getting people to take a look at what you have to offer. It speaks "CLICK ME!"
Ways to Improve: However, by cleaning it up a little - the background mainly, there would be no need for the green glow around the gun, which is sort of ugly.

Decent

Story: It sticks out, it's something different. That's a little of the problem. It's to bland. The background is a dull gray, which closely matches the render itself. It's almost lifeless, yet, it still caries potential. It could carry much more if it contained more color, more life.
Ways to Improve: Add a bit of life to the background. Make your renders nice and colorful. It attracts more attention.

Bad

Story: This skin may look interesting, but the render itself looks ugly. You're almost afraid to click and see what's on the other side. Not to mention that the image is taken while the user was playing. The hud is easily noticed, this adds to the impression that not much effort was put into making a decent render.
Ways to Improve: One way to improve this, would be playing on your own server, or a server with sv_cheats 1 enabled. That way you could put "cl_drawhud 0" in the console, this disables your hud and results in clean screen shots.

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- Maps
Now that you've got an idea of what's going on, we'll move on to maps. When looking at a map, you want to see what it is the map looks like. So, what should you look for in a good map submission? A well lit map. A clear screen shot where you can see what's in and about the map. All map screen shots can be taken on a self hosted server. Now, it's the settings of the user that can make or break a good map screen shot.
No matter what game you're making a map for, people want to see it clearly before they download it. If your graphic settings are low and everything looks like it's been thrown into a blender and tossed out in shreds all over the map, people wont want your map. Now, on the other hand, if you've got your graphics maxed out and everything is looking wonderful and bright then your map will get noticed more-so then a map with screen shots taken in the darkness with low graphical settings.
Here are some examples:
Good

Story: This is a fantastic map. The bright colors and style draw you towards it. You want to click because you know it will be worth it. So, you do. What happens then? Your eyes are again pleased with the various other images of this bright and fun looking map. The screen shots are most likely taken in spectator mode with "cl_drawhud 0" enabled. This way, removing everything from site but the beauty of the map.

Good

Story: This map is attractive. It's outside views enlightened by day, but when inside you see it's darker side. The inside areas are still clear enough to take well lit screen shots, showing you that the map is easy enough to see where ever you may be within it. While offering all of this, it has a dark side to it. Showing you it's sinister looking walls. Letting you know, once you've stepped within - you'll never leave.

Decent

Story: This map is fairly decent. It's well lit screen shots show you what you're receiving, however, some of those screen shots are placed in rather awkward locations. You're given a full view of the map (top view) which is always nice to have, but I'm sure we could live without knowing what the fps and ping of the user is in every single screen shot. Is ruins them. Aside from that, you've given the "Source top and bottom transparent bars."
Ways to Improve: Once again, easily solved by getting into spectator mode and enabling "cl_drawhud 0" in the console.

Bad

Story: The first screen shots, the maps representation makes me want to look away. It's a screenshot, cut down and circled in green with some makeshift text in paint. It's revolting. The other screen shots don't help at all either, you've no clue how large or small the map is or where anything is. All you see is orange walls and some little orange steps. This map for one, could use a top view screen shot. That way you'll at least know what to expect in size. All the screen shots are taken in first person mode. This allows us to see the users gun and cross hairs.
Ways to Improve: As I said before; easily solved by getting into spectator mode and enabling "cl_drawhud 0" in the console. However, even that wouldn't necessarily save this map. More screen shots would definitely help. As for the main screen shot, having left it unedited would help.

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- GUIS
Now, GUIs are fairly easy to get a decent screen shot of. Especially sprays, but first I'll got over Background replacement GUIs. Then Sprays. It's usually a good idea to take a screen shot of a Background GUI when it's uncluttered and the background is clearly visible. Sprays are about the same. They should be taken in a nice calm area, with a good amount of light. It's nice to see what we're about to be using.
Backgrounds
Good

Story: The background is nice and simple. It allows you to see the text on the left very easily. It's uncluttered for easy viewing of what you're about to download - it's bright.

Bad

Story: As opposed to the screen shot above, this one is cluttered. We're offered the background, but why would we want it if we can't really see it to well? We don't care how many achievements you have. We just want the background. (Note: This image has been modified by myself for the benefit of this tutorial)
Ways to Improve: Clean up the clutter, trust me - it helps. We just want to see the background.

HUDs
Good
Story: A good GUI cannot be judged. It's based on user taste. However, a well displayed HUD has screen shots of the hud taken in various locations to show the way different maps affect how easy or how hard it is to see the HUD while playing.

Decent

Story: It's not necessarily a bad HUD. The way it's presented here, however, makes it so. It's hard to see how much health you have left on maps such as de_dust or de_dust2. It's easy to take screen shots on other maps to show you how the HUD is affected in those locations. By doing so, would show the downloader that you're dedicated. You've shown them how the HUD works and how well it can be seen on other maps.
Ways to Improve: Get screen shots of the HUD on other maps.

Bad

Story: Wow. The image in this one is so cluttered you're scarred of clicking it. You do, just out of curiosity, suddenly you're bombarded with spelling errors and random images of the GUI all thrown into one image. You close your browser.
Ways to Improve: Use more then one image. Clear it up. Make sure we know what's going on. Some cluttering is fine, no one is perfect. Always check your spelling or have someone who's good with grammar do it for you. You wont regret it.

Other/Misc
These are just fun things to make games like Counter-Strike or TF2 more enjoyable.
Good

Story: It's funny. It works. It's easy to use. The image shows exactly what you're getting, no string attached. It keeps everything simple, yet attractive. It displays well, the colors of the image are bright against a dark background so you can tell exactly what it is you're downloading.

Good

Story: You're given all the images offered in this pack just in the first screen shot. The second screen shot shows what most of the images look like in-game. You see it all even before you install them.

Decent

Story: Something new, something simple. It makes a slight modification of your game, not much to show aside from the single screen shot given. Even that could use a little improvement though.
Ways to Improve: Remove the net_graph. We have no care for your rates. They're unimportant and have nothing to do with the screen shot. Net_graph can be removed with a simple command in the console: net_graph 0

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- Sprays
Sprays are a big part of most source games. They can represent where your from, how you feel, what you enjoy, etc.
Before taking a screen shot of a spray, it's suggested to do as follows:
Create your own server so you can enter sv_cheats 1 in the console. Then remove your hud by entering cl_drawhud 0 in the console. Follow this up with jpeg_quality 100 for maximum quality screen shots. Now, find a nice illuminated area. Spray the spray, enter give weapon_hegrenade in the console prepare to throw your grenade by holding down your fire button, then before you throw capture the screen. Take a few good screen shots. Blow yourself to bits.
Perfect

Story: The image was taken using the following information above, which shows just how well it works.

Good

Story: It's taken in a well lit room, it's clearly visible; nothing gets in the way. There is no chaos in the area which keeps your attention on the spray. It's also located on the center of the screen, always a good sign. Eyes focus on a center most of the time.
Ways to Improve: Once again we can see an FPS meter in the top right corner. It's unimportant to use, so it should be in the image.

Bad

Story: Here the image quality is horrible. It's just really low and pixelated. You're not sure what the spray is. On top of that we once again see the FPS meter in the top corner, and the screen shot was taken in a dark area. Bad signs.
Ways to Improve: Sprays should always be taken in a well lit area. If you can't support high graphics, have another person do it for you. This is a community, hopefully you have some neighbors who can assist you. Also, remove the fps meter by adding this line into the console: cl_showfps 0

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- Skins
One of the biggest part to a lot of games now is customization, mods, and skins. Skins have become a larger part of games over the years and many developers are allowing some portions of their game to remain open for customization. Great stuff.
Perfect

Story: This skin is perfect. It give you the render, displayed openly. It's clean, well lit, and intriguing. The other screen shots are clean, and detailed. You're given different views of each animation within the skin package and a world view, what more is there to ask for?

Good

Story: The skin, for starters is beautifully portrayed here. They show you exactly what they want you to see, and from many angles. It's high quality, which is very easily to notice.
Ways to Improve: Updating it to include a world model, getting a screen shot of that world model would make this a perfect skin.

Decent

Story: The image is an attention grabber. Well blended colors, the wrench sticks out, you just wanna touch it.
Ways to Improve: The screen shots have the hud on, which sometimes gets in the way - remove them by inputting "cl_drawhud 0" in the console.

Bad

Story: The first screen shot show you only part of what is offered, the skin is cropped and the quality is kind of low. In short, we're promised a half of a low quality skin. Not sure that's catchy at all.
Ways to Improve: First of all, one major improvement would definitely be showing the full skin in the first screen shot. Not a crop of it. Show the hands better, using the awp while in reloading animation is always a great way to capture the open hand while it pushes in the cartridge.

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- Tutorials
One of the easiest ways to help people - if not in person. These tutorials can range from how to stay calm to peeling an apple correctly. As long as it's understandable, helpful, and easy to read someone is bound to take a look.
Perfect

Story: The opening image is already getting down and dirty into the tutorial. The rest of the images give you a easy to follow guide while reading through the tutorial. Everything is highlighted or pointed out to show you exactly what to do every step of the way.

Good

Story: This tutorial opens up your eyes with a simple, yet catchy image. You click and are greeted by many little links which take you to different sections of the tutorial. Just want to know one little thing? Fantastic.

Good

Story: Simply put, you're given a nice image with some soft colors and an image of the final result. You click and are given a detailed explanation of how to acquire that final result.

Decent

Story: You click and take a look without hesitation, but are suddenly confused. There are so many words, and little organization. Your brain explodes.
Ways to Improve: Keep your tutorials organized. It doesn't matter how, just keep them organized. HTML is usually a very easy and helpful way to keep things organized.

Bad

Story: You're curious and you click, hoping for something good - you're smacked in the face with a long story, and no tutorial.
Ways to Improve: Make a tutorial submission.. a tutorial. Use HTML.

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- Overview
- Always take a screen shot in a well lit area.
- Make sure your hud is off using "cl_drawhud 0" or "hidehud 1" NOTE: Both of those commands can only be used on a server with sv_cheats 1 enabled.
- Take multiple screen shots. I mean lots. Have a wide variety you can choose from when it's time to submit your submission.
- When taking screen shots for skins or sprays make sure its out in the open, or in a bright area. Take many screen shots for skins, and submit the best ones you took. Ask a friend which screen shots they find more attractive if you've narrowed them down, but still aren't sure.
- If your skin has a world model, take a screen shot of it. Take a screen shot out in the light, or in a good light source.
- Double check everything before you submit it.
- Wrote a tutorial? Have someone proof read it for you. Make sure everything is correct.
- Keep your tutorials simple enough for pros not to get bored, and easy enough for beginners to understand.
- Knock out anything irrelevant to a tutorial submission, the tutorial is read to learn something new, or understand something better. Not read about someones day.
Questions? Comments? PM Me. or post bellow.
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| Added: 3 months ago | Tags: render, tut, tutorial, tutorials, the, dark, noiseless, noise, less, thedark, maps, gui, sprays, screenshot, screenshots, screen, shot, sho |
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| Primary Skills: Graphic Design, Modelling, Texturing |
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