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m1kclark

301 Art Reviews

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Yours is better than mine

This has such spectacular vision to it. This is the difference between you, who is an artist, and me, who approaches 3D from a math perspective. The scope of the image and the wonderful content is only slightly tainted by the fact that unsmoothed polygons on the keys and unbeveled buildings, because the WOW factor just overwhelms those details. Fantastic.

Good, but a few points

I love the model design. It's a really nice weapon, and I think that this could be a really excellent 3D piece, but for a few things.
(a) It's blurry. That's weird in 3D.
(b) All the circular pieces need more faces, particularly the sight scope.
(c) The reflections in the metal are too strong, and a real material that's bumpy like that wouldn't have the clear reflections that you have.
(d) BEVEL. You did some, apparently by hand (woot), but it's not enough.

You clearly worked really hard on this, and it shows in a lot of details. I'm just offering simple improvements, not detracting from the value of the piece. Good stuff!

Dawn-Breaker responds:

I highly appreciate the usefull critisism you give on my 3d pieces (2 so far)..

Dunno where the blurry bit came from though, Rendered in HDTV or something.. but I might've saved is as JPEG and yeah.. that probally took down some of its quality.

I was having doubts about using turbosmooth on the main base of the scope as, like you said ,it wasn't perfectly round but the turbosmooth made it look odd .. but I also tried keeping it low poly at first because I was modelling this at school and those machines aren't very co-operative with rendering

The textures are all presets from mental ray, I like working with them! but I do agree, the texture should've been more dull looking and less glossier but I'm not veryyyy experienced with making decent textures.

BEVELING argahwgrawh, well yeah I must admit that I'm not satisfied with all of the edges ,being unnaturally sharp and all, simply because my process of making this are lead by stupidly taken decisions of mine such as boolean in the front frame around the barrel.. the holes ,creating a load of edges making it allot of work to bevel by hand (glad that you noticed its done by hand mostly)!

I'm glad you like it in general though! and I shall keep these things in mind for the future when I'm planning on making some more 3D stuff.

I *love* that!

At first, it seems so silly and uncharacter-like that it's boring, except then you examine the details and the style you chose really ... shines!

datamouth responds:

yeah i tried to breakdown features as much as i could. turning them into simple shapes. i gave it a shiney surface. kinda like my own little avatar statue. thanx for the comment!

Nice

Feels very Half-Life 2. My only critical comment is that many objects look too "clean", i.e. adding a barely noticeable noise texture to the box, the candle, the dresser, and the overhead light. However, the focus (the blood) is really well done!

Again, excellent for a game

(See my comments on your "Feedstock UDK" image.) I'm rather amazed that you can get so much visual performance out of such a low-poly, low-res textured model, when you aren't a professional. Anyone who voted a low score didn't realize it was for a game, but I don't see how you could make it more obvious unless you deliberated added a Head Up Display overlaid on the image! Keep it up.

Good for a game

I'm glad you stated that this was for a "level environment", because my first two thoughts were, "This is a low-poly model," and "The textures are pretty low-res." When keeping game performance in mind, however, this is a pretty awesome level. It actually has the scope and detail of Half Life 2 (maybe with a little less style than the magnificent Valve animators), and I like what you've done with limited resources.

I don't spend much time here anymore, but it's nice to see the site still with its wide spread of user-generated content.

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Columbia University

Joined on 12/16/09

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