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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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#1 (permalink) |
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Senior Member
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good luck to all....
__________________
www.purerender.com architecture. vision. emotion |
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#2 (permalink) |
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Veteran Member
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Warm light, cool light, frosty light, a hot light. Do we draw architecture or the light that bounces off it? I think the second, and this picture could be used to prove the point. What nature does with ease we find so hard. Its the propagation of light, and here we see it depicted masterfully. Not only that, the space is moving in all directions, it would show different things depending on what you focus on.
I find the people placed too evenly. Remember--they clump. The blur is too much on the foreground people, more could be used on the rest. Those two in the deepfreeze room could use an arbitrator, looks like they're about to smack each other. It would be good to hint at something in that space--art, furniture. The other spaces are all transitional, so it stands out. A few people on the floors on the left would help as well. And a hint of a city outside the vertical window, since the space feels lonely and isolated. A neighborhood would help with that. The wall on the right is just too perfect. I would like to see a little panel-to-panel variation. The joints look etched, and are actually huge, the reveal should be wider. It just isn't quite fine enough to read like a line, not big enough to read like a floorline. The pattern on the ceiling looks like too-big accoustical tiles, which seems odd. Also, the stairs could use something to break them up. I suggest bringing the yellow element in the floor back to, and up, the staircase. But no matter, you nailed the light. |
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#3 (permalink) |
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Member
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Nice feel throughout the whole image. A very appropriate lighting for space with a very realistic result. The architecture although not too ambitious is very interesting. There could have been further exploration on the left side’s lighting and architecture. The textures are very well used although I thing the bump mapping on the right side wall is a little to prominent and distracting.
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#4 (permalink) |
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Member
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You really have captured some great atmospheric qualities in the atrium and in the play of light along the large wall. Is both mysterious and inviting without being cold. The viewpoint is a bit floating. It seems like the modular space on the left could be a little bit more animated to complement the monolithic character of the other surfaces.
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#5 (permalink) |
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Senior Member
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The individual materials look really nice – the blurred reflections, subtle bump maps, etc…but the architectural detail is conspicuously enough absent in some places that my eyes keep going there (that gridded ceiling which is way too unrelieved, or the floor as it has no pattern).
My eye also keeps returning to the blue tunnel at the bottom right – which is OK, however there dosen’t seem to be anything special happening back there so I am kind of confused graphically why that gets its own special light color not present anywhere else on the format. Last but not least the number of people is effective to show scale – but not sufficient to do anything else as far as conveying use, circulation, expected dress, etc…In fact they really make it look like an architectural model. |
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#6 (permalink) |
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Member
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This image shows the oft-ignored power of glossy reflection, a lesson I learned recently in rendering aircraft in the upcoming Stealth feature. The image would not be nearly as successful as without it, and adds a lot of complexity of color tempature interaction and depth. A good CG render always capatilizes on spec and reflection differences in materials, and this illustrates that well.
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