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Challenge #5 - FINAL If you are one of the top 7 contestants, please post your Final animations here and comment on others FINAL posts.

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Old July 13th, 2005   #1 (permalink)
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Default Dan Beinart - Final

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Old July 17th, 2005   #2 (permalink)
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Default Re: Dan Beinart - Final

I am not sure I buy the use of the people here, they feel very clipped in, and do not respond to the scene's lighting at all. The moon seems gratuitous and forced. The glass at the base seems too soft and ill-defined. Lastly, I don't understand the lighting's sourcing at all.
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Old July 18th, 2005   #3 (permalink)
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Default Re: Dan Beinart - Final

This one feels a little too much like a collage of pieces, than a fully executed composition. That surprises me, since your previous images and animation were very well thought out and calculated. The color of the light adds interest and the idea of a gala event is evident, but the strong shadows (from the moon?) and the backdrop fall a little short. I'd liked to have seen the main lights coming from inside, and maybe even the vantage point as well. The cords for the lamps is a great detail!
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Old July 26th, 2005   #4 (permalink)
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Default Re: Dan Beinart - Final

This piece captures the vibrant atmosphere of an urban night. It may be dark out, but there is life all around. We see people gathering in the lobby for after-work socializing, some are still coming in, people are out walking. Light is coming from all around, not from any one source. This is carried into your reflections, as well. The glass skin of the lobby has effectively disappeared, opening up the scene. Come on in, join the chat!

Problems begin with the placement of the unused furniture in the foreground. It blocks the visual path to the party. OK, I'll walk around to the door (can't gate-crash through the curtainwall anyway). The woman is leading the way, but her placement also blocks the visual path. If she were a bit out-of-frame we would see the corner of the glass wall and have a better sense of path. You do not need to show all of the figure, and by leaving that little area to her right you open up a new view corridor right off the page.

At least the vehicles bring you back into the page. What's beyond them is a mystery. It should be more defined as...something. Just a boxy shape is all you need, but since the edge of the light area is ragged I keep staring at it wondering what it is, which is not what you want.

The tiles on the sidewalk are well done, it gives a grit to offset the smoothness of everthing else. The center area gets muddled. There are the fine supports, the heftier columns, shadows and reflections. Better to play down the thin supports and let the posts carry the visual field.

Normally I would say the column shadow is too garrish, but it works here--it adds interest to the only large, flat surface we see. But what light is casting the shadow? No matter. It looks good.

What's with the moon? It's huge, and has an unfinished bottom, like a deathstar under construction. I would say that if you have the moon lose the flamelamp, or vise versa. They compete.
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