![]() |
||||||||||||||
|
|
||||||||||||||
|
|||||||
| Notices |
| Challenge #2 - FINAL If you are one of the top 25 contestants, please post your Final images here. |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#2 (permalink) |
|
Member
|
I am having a hard time understanding “place.” If this challenge is about creating an environment, this environment looks very familiar. I don’t know if the generic buildings being modeled are creating this sensibility or if it is due to the flatness of light.
|
|
|
|
|
|
#3 (permalink) |
|
Member
|
hi hansi
what's "this environment looks very familiar" ?? meant, it's a good or bad thing ?? ;-) i tried to model a busy environment, the final that was rendered after the challengue was finished is here http://www.urbansimulations.com/pro/avc/CH02/ you cannot use it to score me but it's only for get more comments from you thank you |
|
|
|
|
|
#4 (permalink) |
|
Member
|
I really enjoy this entry. More work is needed in the lower foreground texturing, but it has a real feel of a certain place. The mid-ground buildings and upper bridge elements are convincing and rich. The key light on the center building is blown out, and could be re-addressed.
|
|
|
|
|
|
#5 (permalink) |
|
Member
|
Overall this one is pretty good. The blurred foreground detracts from the image, it is not a realistic depth of field blur and it is unnecessary. Also, if iti is intentially uninhabited it needs another idea or treatment to enhance the feeling of barren urbanity.
|
|
|
|
|
|
#6 (permalink) |
|
Member
|
yes, you are right my purpose was to get the final populated scene before the deadline was closed butit was impossible... there is the final image but you could give some comments but the first submitted is the image to be qualified
i send this link for comments only http://www.urbansimulations.com/pro/avc/CH02/ thanks all the judges for their comments cheers |
|
|
|
|
|
#7 (permalink) |
|
Senior Member
|
The presence of the light here in this image works well. You can see the direction of light and where it is coming from as well as tell the time of day. The difficulty however is in finding out what is the subject matter here? is it the roadway or the building behind it?
Compositionally and lllustratively, only the top 2/3 of the image seems to be collectedly together. The fake depth of field does not seem to be working even if you are trying to simulate the DOF of a 8x10 view camera. Also the booth entrance looks composited and does not feel like it is sitting on the roadway. The roadway itself below can be made to be a bit weathered or used specially the white markings to have a bit of paint splash and porosity as well as granularity and randomness in its application. Very ncie touch on the garbage bins though. Your use of the background clouds with the contrails and the weathering on the buildings certainly evokes that it is an urban environment but the relative cleaniless (specially of the signage and rodway markings but not the elavated roadway itself) betrays the rest of the image. Also you could have added 1 car at least just to break the 'isolation' and 'desolateness' of the image. Overall however this one has a 'feel'. Congratulations on that even if its an "The Omega Man" (1971 movie) feeling.
__________________
_ _ ______________ _ _ Arnold Gallardo Visual Content Creator Technical Writer Author:'3D Lighting: History,Concepts and Techniques' Last edited by Arnold Gallardo; May 3rd, 2005 at 09:16 PM. |
|
|
|
| Sponsored Links |
|
|
#9 (permalink) |
|
Member
|
There are a lot of good things happening here. The piece has technical merit, but it lacks an obvious direction. The composition brings you into the scene, but once you're there, you want something to keep you interested.
The blur is a little overdone, and the GI detail could be tighter, especially at the bottom 1/3rd of the image. |
|
|
|
|
|
#10 (permalink) |
|
Veteran Member
|
I like the picture. But it lack a little on overall cohesion. There are a lot of great parts, they just need to work together more. There are a number of seperators between functional parts, like the raised road seperated from the ground, buildings seperated from where you would thing a street-level would be, the city seperated from its inhabitants. That's a lot of roads for no cars.
There's nowhere to 'be'. You're on a roadside leaning over a railing with no possible way to get to the buildings, not even if you had a car--the roadsigns point away. The closest human touch is a guardstation with STOP written in front of it. I get the hint. Goodbye. I like the mix of architectures, but the older stuff at low levels looks too much like a pasted on texture while the modern stuff is nicely surfaced. Are we not proud of our past here? More warm color and maybe a few trees would be nice, too. The sky is a good choice, though I wish that the pale line of cloud were in perspective line with the elevated roadways, to graphicly tie together the foreground and background. |
|
|
|
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
|
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Niall Browne - FINAL | santos | Challenge #2 - FINAL | 6 | June 1st, 2005 12:27 PM |
| Luis Rivero - WIP 2 | infarq | Challenge #2 - WIP | 3 | May 1st, 2005 06:57 AM |
| Luis Rivero -Final | infarq | Challenge #1 - FINAL | 5 | March 31st, 2005 11:06 AM |
| Luis Rivero - WIP | infarq | Challenge #1 - WIP | 10 | March 21st, 2005 04:54 PM |
| Luis Rivero | infarq | Challenge Qualifications | 0 | February 28th, 2005 06:39 AM |