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m1kclark

308 Art Reviews

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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!

Vagina dentata

I like the imagery you creating with the sword between the legs.

homojesus responds:

omgwd your so immature!

Shadling unplugged

When your drawings are good without any retouching, that's when you've reached "awesome."

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.

Hmm

I disagree with Kensei01's rating of "1". He is right that extruded text as a 3D art submission is a bit weak, but I see more than that. Clearly the bricks are a photo, but still a really good photo. The really cool thing is that the lighting and color scheme of the text are an EXACT match to the photo's light scheme. No discrepancies whatsoever. In fact, the one and only thing that convinced me this wasn't a photograph of wood letters on bricks was that the letters' edges are impossibly sharp. Its value as "art" may be weak, but I think it is a truly strong image.

eagle3000 responds:

Thank you. Bricks you see, it's a texture with a bump map of 60 applied to a single plane. :)

Disjointedness

This picture has the "scope" problem that all my illustrations have ever had. If you look at a small box, everything is always in perfect proportion, but if you zoom out and examine the picture as whole, there are proportion problems. The head seems too big and pushed too far to the right, even though the face is *incredibly* lifelike. The two shoulders seem to be at different heights, but I'm a big fan of how you shaded them. Finally, the hand looks excellently detailed but it's much too big compared to the rest of the body (even the head). Now, it almost looks like this disjointedness is deliberate, and if so I say "Woot!" Otherwise, the picture looks like an agglomerate of smaller, well-proportioned pieces that are poorly combined into a single scale.

amishjebus responds:

**** Looked over and over, and even used my mirror to hit the same pose to see what's going on, and it finally hit me. Because I added that lacy frill I accidentally moved her nearer arm too far from her body, so it is disjointed from everything else;being positioned as if we are seeing her from the front rather than from the side, which puts everything positioned in accordance to a view from the side way out of balance. This might actually be something I can fix after I buy more paint. I still hold from all of my references that her hand is the right size, though I think the outer edge of her wrist and arm there need re-angled on closer inspection.

Sufficiently creepy

It's sufficiently creepy that I'm totally willing to overlook any technique-related flaws, and I'll just revel in your awesome idea. "I'll give you my heart", LOL

Gaz-Metal responds:

Thanks dude. There's probably millions of technical flaws because I don't know what I'm doing. I just make it up as I go along. I have books that tell you different techniques but I never get around to reading them.

I can see your specular.

Overall, I LOVE the lighting. I'm glad you learned a lot, and I only wish I could learn as much. Any chance you would post (just in your profile) a screen-cap of the model, so we can see where the lamps are?
And as my title suggests, there's a specular reflection on the right wall that seems to reflect nothing in the image itself. I think you forgot to block one of the lights from sending specular rays to that wall. Given all the other details that are spot-on, this is trivial.

pupuhugr responds:

thank you very much sir, and because you have helped me with a little piece of advice, I will surely take a screen cap or my lights, and Ill point out which are which for you bud. Ill message you when its posted. (After I fix that spec problem real quick)

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.

Male

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Columbia University

Joined on 12/16/09

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