Layout
The layout of the scene (where objects are placed and their orientation) has a tremendous impact on establishing depth for your lenticular scene.
We put our character into a very dynamic pose by having him burst through a brick wall. This also gave us some great options for adding depth to the scene through flying debris, the logo, and the character's cape.
We started with a flat wall that gives a good "base" for the scene to build on. We have a hole in the wall, showing that there is more of the "world" behind it. This helps to give the wall some depth as well and not appear as flat. It was further enhanced by the bricks pushing outward in the direction of the impact in the wall.
We then placed our character as if he was bursting through the wall. The overlapping elements of the character's body, cape, and the wall all add to the feeling of depth in the image. In the foreground, we add some large elements to draw the eye of the viewer: the logo and several larger bricks.
We then added random bits of debris from the wall at various depths from the foremost brick objects, all the way back to the wall. This gives the viewer many different references to depth and helps to provide the illusion that this is not merely a few layers of images, but that the viewer is looking into a three-dimensional environment.
Finally, we added a frame around the edge that is at the same "depth" as the key plane. This gives the viewer a direct point of reference for the depth of the entire image.
Note to the Interlacer: The addition of the frame was a great idea. During the action proofing stage we were pleased with the progress of the lenticular 3D but still felt that something was missing and the frame was it. Because the frame would be at the key plane it helped greatly with depth. The foreground elements benefited mostly. Notice how the Lenstar logo and the top right and bottom left bricks appear to be floating over the frame!
more lenticular techniques this way!
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