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m1kclark

301 Art Reviews

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Good basis, needs serious work

Guitar is great. The design and the pose are okay. There are serious problems, though: the hands are way too big. They are also really gnarly looking compared to how smooth everything else is. His hat looks like it was cut from a bucket, and you'd be better off with a textured half-sphere. The eyes shouldn't be so round, more like squat ovals than circles. The nose you can keep. He should have some expression in the mouth, and it should be less wide. The chin is also a mixed bag: either make it protrude a bit in the Z direction (out of the page) or round it out more in the X and Y directions so it looks more cartoonish.

The biggest general issue is that you keep going back and forth between a cartoony look and a realistic look. Character modeling isn't easy, and I think it was overly optimistic to try it here when the guitar looks so realistic.

Excellent details

The eagle, hands, and banner all have fantastic details and look realistic. The logo structure is a bit odd: I'm not sure what the hands are doing, or what the cropped banner is about. The white background also seems out of place when the eagle and hands are so highly detailed.
(P.S. Ignore the guy Armoniascuro below me. Even if he had a valid complaint in his head, that review isn't worth the pixels used to display it.)

ramymagdy responds:

thx man ... already did .... I know that the meaning of the logo is not obvious because the conflict and the situation in my country is unknown to all of u ... I just put this one so that u can give me ur opinions about the details that's all ...thank u

Quality mismatch

The guitar looks awesome, and so does the inksplat. But the microphone and "Allstars" banner look cartoonish by comparison. It looks like two different artists mashed their stuff together.
The image itself is awesome, with the guitar and microphone surrounding the star and the banner placement (and I love that inkblot) but the devil is in the details here.

Great ideas, but

The designs are nice, and the color schemes are highly stylized. These would make excellent game images (which was the point, judging by your title). However, the background doesn't match at all (what space-faring civilization uses papyrus?) and the logo looks a bit ... phallic. Were you intending to use this in a game, or just as a resource for other game programmers?

Half way

Everything made of metal looks spectacular (that's a "specular" pun!).

For everything else, I have only one word: BEVEL. Keep it up, German.

HermanThaGerman responds:

Tried to bevel it but it didnt work out correctly for some reason P:

thanks for the feedback!

Uncanny Valley

You should look up "Uncanny Valley" on Google. Briefly, the face needs to be more realistic or more cartoonish, because in its current state it looks frankly creepy. It's also obvious in places that this has few polygons, and the "smoothing" around the low-poly objects looks awkward (like on her bangs, or her hairbow). This is a good first draft, so to speak, but it does need work in the details.

adamkav responds:

haha I know the uncanny valley well, your right too, she has fallen in there. I messed up her hair with soft selection and couldn't get it back, might just remodel the hair altogether.

Excellent geometry, but...

So, the model itself is great. This is the basic structure of a truly believable shotgun, and well over 50% of the work has been done, and it has been done well.

There are a few things that really hurt the model itself:
(1) More beveling and/or smoothing. Almost all the edges are too sharp.
(2) Reduce the reflectivity. The finer details very hard to see right now.
(3) The pump has two issues. It needs more room to move back and forth to reload, and you should make a "hole" in the pump for the shaft. We need to believe that the pump moves on the rod, and isn't attached to it.

Otherwise, this is great work and I can't wait to see more your stuff!

Dawn-Breaker responds:

Thanks for the proffesional critisism!

I was aware that at some points ,I started getting lazy in making parts of the shotgun seem more individual and actually being a part of the shotgun rather then being there.

For example; the mounted shoulder support piece was quite a problem as I used boolean to create the holes in it and end up having allot of unpractical edges in the mesh ,I deleted as many as I could but it still excits out of quite allot of mesh supporting edges. and this making it quite a click by click job to add some chamfering to the edges and making it look more bevelling.

Basicly I still didn't find out what the best way is to decreate zones of mesh in a mesh.. or something

Other then that I put on the standard Autodesk metal ontop of the weapon as I'm lazy and personally like the material ,its good for that "showcase" feel and for a mental ray material it renders quite fast.

Anyhow. I shall keep these things in mind as I continue modelling new things :D

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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