00:00
00:00
m1kclark

308 Art Reviews

177 w/ Responses

17 reviews are hidden due to your filters.

I think that stand-alone it's a good piece of art, but reading the title makes it more powerful. I didn't listen to the song, but I interpreted this as a suicide attempt. Drowning oneself evokes sorrow, her face clearly shows her desperation, and her nudity suggests just how vulnerable she is now. I took off a star for technical flaws (mentioned) below, but the idea and overall delivery are top-notch.

Rhunyc responds:

Thank you, I appreciate the review. :) Interesting to see it as a suicide attempt, I hadn't thought of that to be honest. :O

Nice ambiance, and excellent character design! You took a creepy cockroach and humanized it. Your geometries are nice, though the feet seem just a bit low-poly and video game-like. (Not sure if that was the intent.) There are some weird shadows on the roach's arms, and you can argue that the environment (walls, etc.) needs more light. On the other hand, the murky and dark environment goes really well with the diffuse light-at-the-end-of-the-tunnel effect in the center-background.

Regarding character model, it looks just a bit like a video game because of textures and lighting. These two things are the hardest to get right, though, and even though I can *see* when lighting isn't realistic, I can't reproduce realistic lighting myself. Best of luck, and good work.

Kacassero responds:

Hey thanks for the detailed review. Will keeps those points in mind on the follow-up art for this project.

Nice change in coloring motif. Your previous explorations of white walls and minimal-color furniture was nice, but this higher-contrast and more colorful room is more appealing as an actual place to eat dinner. :-) And really the only thing that gives away the fact that it's a 3D render is the books: the texture isn't detailed enough and the book covers look blurry in this image.

Just in general, the lighting and materials are getting more realistic with each render you post. And the realism holds even when you add more objects and/or make the layout more intricate, suggesting that you really know how to make these models work for you.

There's an anti-aliasing problem: left window's lower edge, the chair in the right-back window, and the lights over the bed, for examples.

Otherwise, DUUUUUUUUUUUUUUUUUUUUUUDE!

<deleted> responds:

Mostly because of over exposure, but yea. I didn't bother using any advanced AA, thus the low rendertime :)

But it goes away if you downscale the image, thus the large size :)
And so on ... But thanks!

I like many things about it. The room design and decor are well-thought out. The overly-minimalist style, particularly the bright-white everywhere, does make it easy to make a boring scene, though. The wall hanging does spice it up a bit, but it also seems out of place. I think a glass sculpture would go better, for example.

My biggest issue is the lighting. Your shadows just aren't ... well, there. I can see under the table that you've enabled shadows in the render, but in general it looks shadowless. I'm guessing you used a hemi light. Reduce the size of the hemi and maybe turn down how bright the light is. With all the bright-white in the scene, it's a bit overwhelming to have light apparently coming from everywhere. Also, there's a way to change the reflect surfaces (the steel of the chairs) such that it continues to be reflective, but less mirror-like. I don't know how to do that in your program, though.

Ooh! I really like this. And I really REALLY want to give 5/5 stars, but there's something off. It's so elusive that I can't even say exactly why I get a funny vibe from this pic, but it's there and it's bothering me. The word that flashes in my mind is "disjoint".

But I can't tell why. The lighting matches the background photo really well; the specularity and even radiosity seem right to me; the colors in real life wouldn't clash; all the textures seem to have the same level of attention; even the shag carpet is awesome. There's nothing that I can point to as a flaw, per se. But for some reason, different quadrants of the image feel like they are from different images, like they were rendered on separate engines or something. I don't know if you can see what I mean (or really, if it is even there). For example, the aura around the chair, ottoman and carpet just *feels* different from the aura around the marble table, and again different from that of the bookshelf and pillows on the left. ::shrug::

It's almost an "uncanny valley" effect for non-character objects: so much of it is so realistic that whatever isn't the same level of realism is all the more jarring. HTH. And btw, glad to see your newest stuff!

<deleted> responds:

Thank you mate. I dare say you've earned a place in my heart for reviewing most of my work :) I want you to know that I really appreciate that someone spends free time to comment upon the work of others! I will keep posting. And if you would like to see more varied artwork and more test projects, I suggest you head over to my blog!

www.carlfindahl.net

That is some great texture work and lighting. But the tea cups need to have a more detailed mesh: I can see the polygons.

Oh! That's her BUTT?

Sorry, I was horribly confused at first, thinking she somehow had two sets of boobs, one of which was tiny and the other was incredibly droopy. All other features are awesome, though.

megadrivesonic responds:

yeah i understand the confusion. her spine is very out of place

You strayed pretty far from your usual style, but you DAMN sure kept your usual quality.

I see three amateur mistakes in the 3D modeling.
(a) The image isn't anti-aliased. You can see it most clearly on the blade and the handle.
(b) You only have one light and it is WAY too bright. Cut the brightness by half, and then add two more lamps that are much dimmer and don't generate shadows. Those lights will fill in the details that the primary light misses.
(c) The model isn't high enough resolution in terms of polygons. I can see the polygons in almost all of your round edges, particularly at the handle and the base of the blade. And here's the advice I give to almost half of all 3D submissions on NG: BEVEL YOUR EDGES. The rectangle under the hammer, the triangles on top, the barrel, the gears, the handle; so many places in your model have those infinitely-sharp edges that are unrealistic and reveal the fact that it's computer generated. Edges on real objects are just *slightly* smooth at the corners.

I have no problem with the concept and design, but LegolaSS already made recommendations for you that you might want to employ. Keep trying. 3D art is like algebra; you have to do 20 steps exactly right or the whole thing can fall apart.

whatthemeh responds:

Again, just threw this online quickly for use elsewhere, I used newgrounds outta laziness really, it's not a complete frickin master-piece. I understand it's not tip-top standard. I was learning at the time.

Also the brightness was an aesthetic choce, sorta like in a museum or something.

I probabely sound like a bitch no accepting constructive criticism but you know, context and stuff.

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

Developer

Columbia University

Joined on 12/16/09

Level:
6
Exp Points:
350 / 400
Exp Rank:
> 100,000
Vote Power:
4.71 votes
Art Scouts
1
Rank:
Civilian
Global Rank:
> 100,000
Blams:
7
Saves:
8
B/P Bonus:
0%
Whistle:
Normal
Medals:
296