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| Notices |
| Challenge #3 - FINAL If you are one of the top 20 contestants, please post your Final images here and comment on others FINAL posts. |
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#2 (permalink) |
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Veteran Member
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The end result is great. But for me it was a real treat to see your WIP posts. For me, images usually start with a formed mental picture which I then figure out what the architecture in it is. But this work came together out of a process of architectural theory. The result is a well-formed image. If only more architects had your talents in both areas, the world would have a lot more quality architecture.
My issues with this image as a rendering are few. First, the figure on the right. Distracting! The pose is more oddly bent than your exterior wall. The white suit in the white chair (that chair come in white?) is an overly obvious device to balance the areas of white in the picture. It cuts off movement on the left. I would rather see a smaller chair and less attention-grabbing tone, to allow an 'invitation' into that part of the picture. The glass floor is a bit too blurry in its reflections. Sure, we don't need a skating rink in the lobby, but it takes a moment to read it as glass, so that's a problem. You want your materials to be easy to read. To that end you have a nice variety of materials and as a whole they do read. I really like the rusted metal next to the polished. OK, so the wall is canted. Is the world canted? The exterior image follows the mullions. Maybe I'm canted. I may not be getting the 'theory' part here. Like several other pictures in this round, you have really nice changes in light color. |
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#3 (permalink) |
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Member
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There is no primary focus, no story, the elements of the scene are all secondary. Perhaps alternative viewpoints should be explored or a focal point be added. The texturing and materiality is good however, be careful of obvious tiling and over use of glossy materials.
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#4 (permalink) |
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Member
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The modeling is too primitive. If you choose to use simple geometry, you would have to add another scale of detail and not rely so heavily on the texture mapping to carry the depth perception. The lighting remains somewhat flat and would benefit from contrast and hard shadows to reveal textures.
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#5 (permalink) |
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Member
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I agree that the entourage figures seem stilted and unnatural. There are no signs of beveling of edges which would help soften the sharpness of the modeling. The lighting seems a bit flat in contrast and seems oddly lit from screen left from an unknown large source. The materials could use more development also as they seem to be only a starting point.
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#6 (permalink) |
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Senior Member
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I applaud again the technical aspects of the lighting, materials, palette and can find no real huge fault with their application. The possible small exceptions would be the tiling of the Corten steel column at the left and the lack of reflectivity on the wall dying into the window directly behind the aforementioned column wall (it would pick up a lot of light due to reflectivity at this view angle – think falloff mask). Moreover brightening this wall would open up a graphic space between it and the column. But my primary impression is positive and I believe this is due primarily to your skill at managing the palette, however the effect at the end is also helping.
There are things though that do trouble me about this image the primary one being that the way the people are spread around is problematic. You have conveyed scale, expected dress, but the duty of the illustrator is to show how it is occupied - and I simply don’t buy anyone would sit down in the chair at the left. People travel solitarily sometimes but also sometimes in groups and right now they are too spread out, moreover having overlapping people – some in foreground background etc…is always effective at conveying depth. Secondarily, I think that the architectural detail is pretty lacking – I look at this and while the overall experience is pleasing - as I try to explore how the details would work I feel like the model is lacking…the volumes are there but aside from the spiders in the Pilkington, there isn’t one reveal, bolt, light fixture, and most especially the floor slabs in the balconies at the right and left that I feel is convincingly how it would be built. Third, while I understand the entry/exit to the street on the right, I am left grasping for what people are supposed to do once they cross this threshold. Is there an elevator behind the lady in red? Is there a passageway to our left or is it behind us? This is a real world concern and not necessarily in the province of fantasy architecture however concerning yourself with this problem – how does the building work – helps detail, people placement, and composition of the canvas – which makes the image stronger. |
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| Thread | Thread Starter | Forum | Replies | Last Post |
| Tyrone Marshall - WIP | Continuumx | Challenge #3 - WIP | 27 | June 1st, 2005 04:13 PM |
| Tyrone Marshall - Final | Continuumx | Challenge #2 - FINAL | 7 | June 1st, 2005 03:51 PM |
| Tyrone Marshall - WIP | Continuumx | Challenge #2 - WIP | 13 | April 25th, 2005 11:10 AM |
| Tyrone Marshall - FINAL | Continuumx | Challenge #1 - FINAL | 5 | March 31st, 2005 03:32 PM |
| Tyrone Marshall - WIP | Continuumx | Challenge #1 - WIP | 19 | March 21st, 2005 11:08 PM |