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Challenge #1 - FINAL (Group) If you are one of the top 5 Teams, please post your Final images here.

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Old April 8th, 2006   #1 (permalink)
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Default Salt Lake Graphics Society - Final

Here is our final. Thank you so much for increasing the file size limit Jeff.
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File Type: jpeg SLGS AVC2006 interior.jpeg (2.28 MB, 1118 views)
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Old April 13th, 2006   #2 (permalink)
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Default Re: Salt Lake Graphics Society - Final

Modeling/Texturing: The brown and tan walkway rail across the bottom is confusing. Everything else is average.
Lighting: The lighting needs more contrast. There are beginnings of zones but they fall short.
Composition: The foreground is poor and distracting. The space is confusing and you’re staring down at people’s heads.
C/O/D: Average, nothing sticks out as memorable.
Unity: The image is not unified because the foreground is so separate from the background.
Brief: The foliage looks brown and the space doesn’t seem to flow easily.
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Old April 15th, 2006   #3 (permalink)
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Default Re: Salt Lake Graphics Society - Final

The modeling seems good, although the texturing needs work in terms of scale - both the floor and the water have an odd scale to them. The lighting is good and soft, but could use some more dark spots to accentuate the space. We like the angle of the shot, although the foreground needs some more work and detail.

The image makes the space seem inviting, although conventional. Overall it has a nice unified look although the foreground has a different feel to it. It fullfills the brief well, but we would like to see some more risks taken with this one.
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Old April 15th, 2006   #4 (permalink)
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Default Re: Salt Lake Graphics Society - Final

Modeling/Texturing: A little flat and unfinished for me. The floor pavers in the foreground are way too strong and very distracting, and the guardrail also looks a little off. The paving on the lower platforms is nice, but perhaps over-sized relative to the people. The water is very muddy, and the ripples seem out of scale. The modeling is good, but not outstanding, and the hanging plant in the right foreground doesn't seem natural. The rest of the trees are very good though. The metal finishes read more like plastic & cellophane than metal and the scale of the tower is lost as a result.
Lighting: Good, again not particularly outstanding. Overall, the light levels are too uniform making it seem like an overcast day outside. Things don't seem to be casting shadows, and so normal visual cues to help orient the viewer are lost.
Composition: Very awkward, I'm afraid. A point-of-view from a balcony is a very difficult viewpoint to compose well, and here we see why that is. In this case, the tilt of the camera is probably justified, but otherwise there are just too many ways for the eye to leave the scene for the view to feel contained. My eye keeps going to the elevator pit, which unfortunately is not the most interesting part of the image.
C/O/D: Obviously a lot of work went into this image, but the different elements don't seem to add up to a greater whole.
Unity: Again, different pieces of the image don't seem to "gel" together. The soft lighting does help with the landscaping, but the overall effect is a bit drab and uninviting.
Brief: The rendering does follow the brief well, though I'd like to see even more planting. Particularly with this choice of viewpoint, it would be great to see some planting up close. Also, it seems like the lower walkways should be filled with people in a space like this.

Last edited by Scott Baumberger; April 18th, 2006 at 03:20 PM.
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Old April 18th, 2006   #5 (permalink)
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Default Re: Salt Lake Graphics Society - Final

modelling and texturing:
modelling looks fine but could do with a bit more "real world" detail in the foreground; the texturing is scaled badly and a little too contrasty for where it is in the scene.
lighting:
quite bright and airy, but a liitle too green perhaps
composition:
well balanced but a little unsettling when pulled off vertical. The visual focus is the base of the pillar which seems to be uninhabited!
brief:
my take on the brief is that it was all people-focused ie. what are they doing at the various pause points within the scheme, so I would have either gone for a vignette or an overview. This is definitely in the overview category but the building seems a bit empty with all the people either on their own or in couples - where are all the families and hoards of people that want to visit the space?
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Old April 19th, 2006   #6 (permalink)
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Default Re: Salt Lake Graphics Society - Final

I prefer the shots from the bottom. being up high doesnt really do the scheme justice.
You have some weird mapping bits in there, a few odd plants. The light quality seems very flat, and the water just doesnt do it for me.
Overall could have done with better attention to detail, bit more contrast, and maybe some work on the light and gradient shadows. Its got a very flat scanline look. Surfaces just dont have much light variation.
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