Comments: 17
yereverluvinuncleber [2017-11-11 16:39:46 +0000 UTC]
The only reason this isn't one of my favourites is the lighting. It is wrong on several levels. There is clearly some daylight shining clear bright light on the buildings (perhaps it is lightning but that type of light is white and harsh not warm and glowing). Other buildings are dimly lit by lamps in a grey darkness that seems artificial due to the light that is clearly still present. The searchlight beam can only exist in contrast to the dark surroundings yet it seems to still shine dimly through a lack of darkness. The problem is that the two cannot exist simultaneously. It is either a study of lightning or a study of a searchlight beam but not both.
The scene is composed beautifully but our eyes are torn hither and thither from one part of the unreal scene to another. That is entirely due to the unreal lighting. Your 3D skills are undoubted but lighting skills simply make a 3D scene come to life in a way that our eyes cannot detect. The light needs to come from one source and that is where our eyes will tend to be drawn. That will create the subject.
Please render this scene again and get some input from a 3D lighting expert as I think you'd have a magical image as a result.
π: 0 β©: 1
Feivelyn In reply to yereverluvinuncleber [2017-11-12 18:21:38 +0000 UTC]
I will completely revise this scene some day, when I have time. It just took too long to create to ignore it. I really love-hate this piece.
π: 0 β©: 1
yereverluvinuncleber In reply to Feivelyn [2017-11-12 22:26:13 +0000 UTC]
I can see why. So much work but the imperfect result. It is certainly worth a revisit and due the nature of the piece it is entirely feasible. I think some of the problem is due to the use of two applications to perform the lighting effects. On a static piece like this the lighting only needs a tiny amount of help from Photoshop. Do all the lighting in your main rendering tool.
π: 0 β©: 1
Feivelyn In reply to yereverluvinuncleber [2017-11-14 23:38:00 +0000 UTC]
You are actually the only person telling me what exactly is bad about it, and I do really appreachiate that because and I know there is a lot wrong with it but everyone else is telling me it's awesome, it probably is in comparison to what was required in this semester (and compared to my fellow students), but I'm too perfectionist to really like any of my (non test/tecnical practice) renderings I did so far.
I just know after each project that there is so much I could now have done better, just the usual learning process I guess.
I also know that If I did a scene like this without a deadline I would never finish it, because I'm never satisfied and in the end I'd only be frustrated and throw it in the bin. So probably an imperfect result is better than none at all.
π: 0 β©: 1
yereverluvinuncleber In reply to Feivelyn [2017-11-15 01:30:55 +0000 UTC]
Never, ever throw this sort of work in the bin. The good thing about this type of digital art is that you can revisit time and time again when you have picked up new skill or the wherewithal to sit down and start to address the issues. Keep all the resources and tools you used to create it, store them and when the time comes and you have the right combination of mindset, skill and time you can do another version. Some art 'grows' as you grow in competence and confidence.
The reason I have bothered to spend any time criticising is because I really do like the piece. It is evocative and well composed.Β The flaw is in the light which is simply trying to do too many things.
Personally I would use the bright light as the light of the first dawn appearing to illuminate the darkness. The building on the left, the airship and the sky would be lit by the light of the dawning sun.
If you look at the scene one more and find where your eye is drawn to. You will find it runs up the wall on the left every time to the chimney breast and then to the sky. That is your automatic focal point. The light takes you there. The light determines where all the viewer's eyes will travel. If you want the airship to be the next item for the viewer's eye then it needs to be lit bright by the sun's rays then your eye will automatically travel to that spot. - A suggestion!
PS. Avoid the photoshop lights, use a light renderer during the 3D production that adds the light to the scene itself, it should not be a post-production add-on but an integral part of the scene. Photoshop is a great tool but it needs to be very subtle.
π: 0 β©: 0
Sebistara [2017-10-23 05:22:03 +0000 UTC]
Zivile Sicherheit - sie sind fΓΌr dich da
π: 1 β©: 1
Feivelyn In reply to Sebistara [2017-10-26 09:42:55 +0000 UTC]
mir ner fetten doppel MG im Anschlag, die auf Alles schieΓt was sich bewegt...
π: 1 β©: 1
Sebistara In reply to Feivelyn [2017-10-26 10:18:02 +0000 UTC]
"Wenn sie rennen, sind es Rebellen. Wenn sie stehen bleiben, sind es disziplinierte Rebellen."
π: 1 β©: 0
Ravetta [2017-10-20 22:09:03 +0000 UTC]
Impressive! The details, the moddeling, the bump maps!
π: 0 β©: 1
MensjeDeZeemeermin [2017-10-20 21:57:37 +0000 UTC]
Tremendously imaginative, but it's hard to tell that's not just a stray shaft of sunbeams. Maybe darker, with dimly illuminated windows?
π: 0 β©: 1
Feivelyn In reply to MensjeDeZeemeermin [2017-10-22 23:30:16 +0000 UTC]
maybe I will tackle this project in about half a year...
π: 0 β©: 0
AndreeaLupsaNL [2017-10-20 21:03:36 +0000 UTC]
This looks so good
π: 0 β©: 1