Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 21 4:12 am)
Well, I like the overall feeling and presence. I also like the foreshortening, though it confuses me a bit. I think that's because the bottom of the image (the skulls in particular) look flat. They have a nice fuzzy feel that keeps them from popping, and it's nice, but since the camera is so low, and those skulls are in the foreground, so maybe they should pop more. The texture mapped to the walls is very convincing on the wall with the window, but it looks odd where the walls intersect. What if the ceiling were a different material? Wood perhaps. I'm not sure. Otherwise, there are only two things that I'd change. 1: I'd make the end of the tail more curved, because the end is straight it looks a little inorganic. 2: I'd change the broken glass. I like the window, and I like the material, but I know that glass doesn't break that way. I think that seperate pieces of glass for each pane would yield a more natural, more powerful effect. Right now it's one terrain/set of booleans, and some of the shards pass through the pane dividers, and that just wouldn't happen in a real window like that. In addition to the pose and the camera position, I also enjoy the focus blur. It's a very active image with a lot of energy captured in a still picture. I can't wait to see what you do with it. Afer reviewing what I just wrote I wonder. So if the above wasn't vicious or scathing enough, let me know and I'll gladly rewrite it. ;)
7of11 - Originally I did it to simulate moss etc. growing up the walls, but I know it's been kind of faded out by the blur effect. I suppose I should have lied and said I did it just to make the creature stand out more ;) I still prefer it to the standard wall colour, but it could do with a little more frequency. madmax - thanks for illuminating insight into the methods by which I might improve the image. Maybe you could become an art critic when you grow up.
Sorry johnpenn - posted at the same time. YES - you've got the major flaw (IMO) - the glass. I sort of realised half way through the render and didn't have time to change it and render again. It would certainly look better with individual panes. And the tail - you're right again. You wouldn't believe what a pain in the ass (no pun intended) that tail was, so I was glad just to get it there! But it does need to be more curved. Thanks for the input! :)
The POV and blur gives the illusion of motion which in itself is fantastic, darken the walls and cieling, ditch or fix the glass, pull his right shoulder back just a bit to shrink his right pec which will also place his right hand in front of the window. complete the curve on his tail, yeah it does look a bit funky being straight. Skulls look great, with darker backdrop they'll pop. Hot Damn Pic though, can't wait.
Thanks for the input ICM - yeah, the glass is a bit crap! Early on I included about 500 flattened glass pyramids, multi-repped & randomized, to make it look like the glass was exploding into the room - the trouble was it took 20 minutes to plop render a single tiny circle with the airbrush, so I took them out pretty sharpish! Chances are I won't get time to alter this one (especially given its massive render time - 12hrs non-AA standard, prob around 80hrs fine-art 16) but I do agree with most of what's been posted. I think it still comes down to me not taking enough care with my images. On the next one I'll spend longer - honest! Thanks for the comments, and if anyone has any more feedback then it'd be most welcome. :)
aside from what anyone else has mentioned, the window in the back looks odd...or rather the light streaming through it. having only two rays of light in the foreground is fine, espeically the way you set it up, but in the background, I kinda expected to see one large ray, the size of the window, coming into the room. also, I'm not sure if it is just me, but the wall behind your demon(perpendicular to the window wall), it seems like the texture is a little streched out. other than that, this image is great!
You're sort of right - yes and no. ;) I wanted the whole thing to look like a fantasy world rather than a real world, and that's why I purposely put the light rays coming from all angles. The scene beyond the windows is not specifically an outside or an inside scene, it's just a fantasy representation of another world. What it really respresents is up to the viewer. That's why I tried to avoid clouds or hills or anything that looked remotely like a photo. I think adherence to natural laws is essential for some images (e.g. photorealism) and optional for others (e.g. most others!)
I think the light is strong enough to create a shadow from his arm in front of the window and that's what looks like two rays of light, correct? (Dust motes catching the light would create the beams anything in front of the light would cast a shadow, dust motes become invisible again) or not :P
Bryce Forum Coordinator....
Vision is the Art of seeing things invisible...
"I wanted the whole thing to look like a fantasy world rather than a real world, and that's why I purposely put the light rays coming from all angles. The scene beyond the windows is not specifically an outside or an inside scene, it's just a fantasy representation of another world." Sure you did....riiiiiiiggggghhht. ;) One other thing BTW...he sure does have nasty pubic hair.
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Attached Link: http://www.renderosity.com/viewed.ez?galleryid=269357
I'd appreciate some of your most vicious, scathing and incisive critique on the above, please. It was the first render I've done in default mode (without AA and it still took 12 hours). The light rays were done in post. Vases I did in C4Dv5 and the skulls are just the ones from Poser. There's a slightly bigger version (with a little story - awww!) in my gallery - link - but I didn't post the original version because it was a bit too large. Come on, let's have it. ;)