07-11-2003, 11:36 AM | #9 (permalink) |
Fucking Hostile
Location: Springford, ON, Canada
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I really like the texture on the pipes, but the floor and the liquid to the right needs to be a bit less flat.
The atmosphere / haze bit is pretty damn cool too.
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07-17-2003, 09:43 AM | #16 (permalink) |
Psycho
Location: Room Nineteen
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Everyone is commenting on the floor and so muct I. It looks like the floor is floating, like it is part of the water. But other than that, evrything else looks very ood. When the pic was loading i thought that you had posted on the wrong board and were showing us a photo.
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07-20-2003, 06:12 PM | #17 (permalink) |
Indifferent to anti-matter
Location: Tucson, AZ
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I like the picture, the industrial steel and concrete feel, but for the sake of realism: If you have a red wheel to activate a valve, shouldn't there be a valve body also connected to the pipes with bolted flanges?
Please ignore if too nit-picky.
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07-21-2003, 03:34 PM | #18 (permalink) |
Upright
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Vermin - I've never seen one, so I had no reference. But I'm always looking for ways to improve, so if you've got pictures or sketches of one, I'd love to see them for reference.
1FliNt1 - Like hell you have. You think it's not mine? I can provide you the wireframes, sourcefiles, hell I can render another angle if you want. Always happy to prove someone wrong. Last edited by DixieFlatline; 07-21-2003 at 04:31 PM.. |
07-22-2003, 07:28 AM | #19 (permalink) |
Upright
Location: NYC
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Hi Dixie,
I'm also a 3D artist, and as a professional, I'll give you the best suggestions I can. First off Modeling. You have too many "hard" edges, you need to bevel the edges some more. Especially on the bottom right where the concrete meets the water. I assume you know what that means? Give most of your objects a little rounded edge everywhere. The only time to really use a hard edge is on something like a Knife Blade. And as soon as you do, you'll notice that the edges get nice highlights which will enhance your render. Also the water puddles on the concrete, you should model these as real water puddles have a lip around the edge that hold the water together, which will catch a nice highlight, instead of using a map like you did. Lighting, I like. I like the direction of the Key light and the shadows. However you have too much ambient light, or extra lights. Turn them down or off, and don't be afraid to have the back right corner of your image be almost totally black. Also I think your shadows would look better darker. I also think your key light can be a little more intense. Materials, are overall ok. On the wood planks I would have a couple variations of the wood shader to apply on the wood planks that touch each other, just to break it up a bit. Just copy the shader and adjust the colors a bit and the veins and that should do it. Also I would make the floor concrete a little dirtier, and also make the water darker, especially in the shadow. But maybe that water will change when you take the ambient light off. Keep up the work!
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