IGN:
xCypherz_
DATE:
14/5/2021
WHAT YOU NEED TO SUGGEST OR MENTION:
I would like to propose a new cinematic trailer for SRP, since the last one was not good enough, in my opinion.
This is my attempt to remake the SchoolRP trailer, separated from the rest of the Roleplay Hub. The video is set to "Private".
Reasons and suggestions for improvements:
Before we jump straight to a conclusion, let's have a look at the original 30-seconds trailer/title video of Roleplay Hub, which also includes FRP.
xCypherz_
DATE:
14/5/2021
WHAT YOU NEED TO SUGGEST OR MENTION:
I would like to propose a new cinematic trailer for SRP, since the last one was not good enough, in my opinion.
This is my attempt to remake the SchoolRP trailer, separated from the rest of the Roleplay Hub. The video is set to "Private".
Before we jump straight to a conclusion, let's have a look at the original 30-seconds trailer/title video of Roleplay Hub, which also includes FRP.
Before we start, I want to emphasize that all of this is just my own opinion, as a form of suggestion, no hard feelings. I do welcome suggestions, and I will try my best to improve myself too.
Shaders: The shaders that was used in the original trailer was BSL if I am correct. Yes, BSL Shaders is well-known for being balanced between performance and quality, but to do so, it cut down graphical tasks by using some cheap tricks and performance tweaks as a replacement.
I suggest that if you were able to step up the game for a little bit, Continuum and SEUS would be the available options. Why Continuum or SEUS? These two shaders are known for their graphical-consuming behavior while being used, but with the right settings and scenarios, it would be far more realistic than any other shaders, as they tend to let users tweak every available settings as much as possible. While SEUS focuses on developing Global Illumination, Continuum would have a cinematography approach, allowing the users to tweak the settings as if it was a true high-end camera. And one more noticeable difference between performance shaders such as BSL and Chocapic13's Shaders and high-end ones such as Continuum and SEUS is lighting. The lighting rendered in cheap shaders are often made with fake and colored godrays, and in contrast, Continuum would use a large variety of methods of calculating light bounces that it's accuracy is nearly "Path-Traced".
Demonstration:
Upper image: BSL Shaders 7.1.04.1
Lower image: Continuum 2.1 Alpha Build 10
Additional Notes: Continuum Shaders is developed based on realism. Adding LUT Filters to match the main concept or the contents of the video is recommended.
Video Layout: It is great to see a simple layout, featuring the servers by putting a logo down at the bottom right, but it is almost unnoticeable due to the video being rendered at 4:3, making the video feels large and it is impossible to focus and pay attention to all the details on the screen.
Suggestions: adds black bars, or renders the video at 16:9 or 21:9, bouncing the focus of the audience to the center of the screen. Adding information on the screen at this point seems to be a lot easier to read.
Camera Positioning and Movements:
The movements of the camera represent the lack of experience in cinematography, both in real life and in video games. Most of the movements in scenes are simply just unstable pan shots, with no further techniques on keyframe positioning.
And one of the most common mistakes of rendering footages like this is the incapability of setting the FOV correctly. Setting the FOV correctly depending on the scenes may help you to utilize the footages more efficiently. In the original trailer, the FOV of the footages was all fixed to a number. If I have to guess, approximately 120. At the level of 120, the Field of View would be twisted and warped ugly.
The recommended FOV numbers for close-up shots at objects are down below.
Demonstrations:
FOV: 30
FOV: 45
FOV: 60
Footage Processing/Editing: There is nothing much to discuss. The only thing I want to address here is the poorly executed fade-in-fade-out transitioning between the footages that were already hard to use. The layout of the whole video is rather simple, but certainly inconsistent and does not represent any potential or any aspects of the server itself in my opinion.
Conclusion:
So, I hope that my remake is accepted, or at least get some feedback on where to fix and improve. And I also hope that I am able to help you guys, I mean, server staffs to figure out the basics of Minecraft cinematography and editing. I do Minecraft cinematics products too, so if you need some help on a promotional video or anything like that, hit me up on Discord - Kazuhira#1975
I'll leave my "suggestion version" of the trailer again down below if you lost track of it. And also, if this one is accepted, I'll do some modifications for it to become a proper promotional video.
So, I hope that my remake is accepted, or at least get some feedback on where to fix and improve. And I also hope that I am able to help you guys, I mean, server staffs to figure out the basics of Minecraft cinematography and editing. I do Minecraft cinematics products too, so if you need some help on a promotional video or anything like that, hit me up on Discord - Kazuhira#1975
I'll leave my "suggestion version" of the trailer again down below if you lost track of it. And also, if this one is accepted, I'll do some modifications for it to become a proper promotional video.
Last edited: