#Which thumbnail would you click on?
73 messages · Page 1 of 1 (latest)
I originally took the first screenshot from my video and edited it then decided to hop into a sandbox rust server and edit 2 pictures of me together to look like im grubbing someone with a lot of gear
then i saw the empty space and filled it with grub
To be blunt: neither of them.
At the very minimum, your thumbnail needs to provide baseline expectations to the viewer on what the video is like. Both compositions are extremely unfocused and most of your elements are blending together with the background.
Before we can even talk stylization/striking design, you need to convey basic glance value to a potential viewer.
i feel like this conveys the expectation?
im grubbing a guy for a lot more loot than i am carrying with a bad weapon
look what happens when I shrink your thumbnail into a youtube homepage (which is as big as it normally gets)
the grass, the trees, the corpses, none of it is distinct
you can barely make out the maggot or what it's supposed to represent
let me get my glasses
okay bro
is this to prove a point or something
yes
because their thumbnails are miles ahead of yours lmao
most of their screenshots are clear and have contrast with the elements they want to showcase
y'know, the things that are important are immediately recognizable and pop out?
they are all screenshots of the game
what is the difference between their screenshots and mine
their screenshots obey the rule of thirds
and basic graphic design
yours don't
would you like some math
the rule of thirds as in take up the left or right of the image?
these are all in the middle?
- 1 Element
- Occupies 65% of the composition
- Is framed with a background that doesn't obfuscate information
so the rule of thirds is 1 element
- 2 tiny Elements (I would discount the maggot you think so highly of)
- Occupies 15% of the composition
- Framed in a manner that has tons of negative space or is an unrecognisable blur
no you can have multiple elements, however having just the one is easier to frame
not as bad as the others but still not good/10
that was the 3rd thumbnail in the post
i was simply asking if it was better than the other ones
and i gave you my answer
if I HAD to click on one, I'd pick the last one
I'm not trying to be rude, the fact that you needed to ask me this means you have a lot to brush up on the subject matter
so what changes would you suggest to the 3rd thumbnail
and why
because all of my thumbnails so far have been ss the video highlight something glow the outline and done
The "changes" I'd suggest would be to scrap the third thumbnail and start somewhere else lol
If I had to use it, I would crop out the player characters, then enlarge and try layering them on a different canvas/background altogether
the whole point of the thumbnail is to convey i am killing him when he comes out of his base
yes and you can convey that information in a thousand different ways
instead of wasting 80% of your design space like this lmao
i would understand making my character closer to the guy im killing to have less dead space but to remove the base entirely when it is an important part of the setting why would i do that
because the "base" is unrecognizable from this angle
how is it unrecognizable?
i see a dark mass surrounded by foliage and a tree all of which aren't distinct from one another
do you play the game?
yes I've played rust before, unironically like a decade ago
here's what the thumbnail looks like when resized on the homepage btw
the quality degridation is wild
maybe your random screenshot with poor anti-aliasing and low contrast doesn't make a good canvas
This is the same resolution so why is it much better quality?
the quality is not that poor
ah yes the image artifacting isn't present anymore
a good takeaway from all this
hmmmmmm