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Thread: Quick-Crit 2008-2009

  1. #2861
    FOR THE EMPEROR! Jean-Luc's Avatar
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    Re: The Studio Quick-Crit Thread

    Looking good there Kenney. I agree with FlyingRooster that the scene does lack a certain atmosphere to it, but if you do what Reaper Man says and add more orange to the light, that would probably give the scene more power. Remember, blue + orange light = color contrast = power (sometimes).

    Also, something about the puddles seem a little...off. This is just my opinion, but I would try to make the puddles a little more spread around, and have a clear difference between wet and dry. Currently, it just seems too reflective.

  2. #2862
    Could've Moved Mountains
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    Re: The Studio Quick-Crit Thread

    [thumb]http://upload.wikimedia.org/wikipedia/en/thumb/3/38/BYR_color_wheel.svg/382px-BYR_color_wheel.svg.png[/thumb]

    Dark dark blue + light orange = way to go, imo.

  3. #2863

    Re: The Studio Quick-Crit Thread

    It looks really good. but I think what it needs the most is more detail.
    it looksin credibly clean.
    Add some variation to the ground.
    I can't tell what material it's suposed to be. it almost looks like glass.
    More trash bags with greater variation between them,
    Bit of random trash lying around,
    Gutters,
    There's still no shadows on the window bars to the left.
    maybe some indication of curtains inside one or both of the windows.
    Maybe a soft (possibly blue) light coming from the hallway on the right. nohting really bright just enough make you wonder what's down there.
    Something on the roof of the tallest section. maybe see the top an airvent or air conidtioner unit. it just feels like it ends kinda abruptly.

    sooo.... yeah.

    that's all I can think of.

  4. #2864
    Senior Member DOMINATOR's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by kenney001 View Post

    Take 2: Turned off Final Gather, and used Default render instead of Mental Ray. Tweaked a few more things.
    next time post a link to a top view screenshot so we can see placement of all your lights and cameras. sometimes it helps.

    if this is just a lighting test then ignore: bricks dont meet concrete like that. there is a slab they sit on. door is too close to the corner. all the buildings are the same height. make the one on right go up up up and use a different texture on it. there is no real focal point as of now. i would make the camera a wider lens and rotate the camera a little so one wall or the other is primarily in view making the light/dumpster fall on 1/3rd of the screen. the light being in the very middle makes it seem like your going down a tunnel, along with the camera being close to the floor/wall making the viewer feel caustraphobic. i expect you will be adding more environment pieces so i wont comment on that part.

  5. #2865
    Free Kantanomo English Mobster's Avatar
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    Re: The Studio Quick-Crit Thread

    My only comment is:
    Why is there light coming out of the wall?

  6. #2866
    Splendid! ExAm's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by The Dark Side View Post
    My only comment is:
    Why is there light coming out of the wall?
    It's a wall mounted light whose brightness is so intense that it obscures the light itself

  7. #2867
    Senior Member DaaxGhost's Avatar
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    Re: The Studio Quick-Crit Thread



    Something Old (Premade) I'm going to start working on again and make it look better.. Yea blah blah it's all boxes and w/e. Don't point out the obvious.

  8. #2868
    Senior Member killer9856's Avatar
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    Re: The Studio Quick-Crit Thread

    Bullets shot out from the side? His partners are screwed....

  9. #2869
    Senior Member DaaxGhost's Avatar
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    Re: The Studio Quick-Crit Thread

    That's where the muzzle-flash flies out. Not the bullets.

  10. #2870
    Senior Member Geo's Avatar
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    Re: The Studio Quick-Crit Thread

    It is still a pretty cool gun.

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