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m1kclark

177 Art Reviews w/ Response

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Best yet

This is some of your best work so far. Some of your work has this level of scope, and some of your work has this level of realism and looks photographic, but this is the first picture I've seen with both scope and photographic quality. (It looks like you added graininess in the post-work, which was an excellent move!) The textures are all fantastic and used perfectly. And I think your object design is great, too, specifically the pieces of art near the window, the design of the chair, the clock, and the items on the desk. All around, a wonderful piece of art that I (honestly) believe belongs on display somewhere.

<deleted> responds:

Thanks for a very useful review!

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

Dude!

Given the complete lack of freely available, accurate water simulations available in the world today, I'm going to assume you manually inserted every defect, drop, and curve in the "water" object, in which case ... SWEET. And even if you didn't do it yourself, it is an *excellent* use of automation to an artistic end, and deserves props even so!

Vertlain responds:

This one was made manually. Idea behind model: shredding the glass in right way and then adding tons of smoothing modifiers, some noise and of course changing the angle of refraction and... voila! So it wasn't all that difficult. Thank you for insight comment! :)

Looks plastic

It totally looks like a plastic sculpture. I realize that might not be a good thing, since you were going for a "tree" look, but it says something about the realism of the lighting and textures!

<deleted> responds:

I never go for a photo-realistic look. I always do things that are stylized. However, I agree with your point on this. Thank you for the feedback and for thinking it deserves a 10.

Master modelling!

The design is absolutely flawless. I'd love/hate to see that thing moving. One aesthetic comment: reduce the highlights on the armor. It looks like you've got a mirror effect going, and you should tone it down to improve the realism.

Savory responds:

Wasn't shooting for realism much, mostly the picture I had in my head

Mixed formats

Awesome concept, spectacular drawing. However, the RPG is clearly from a realistically shaded 3D render, and it's highly detailed which does not match at all the anime style of everything else in the image. It shouldn't have too many features or hard lines, and the shading should be cell-shade instead of a realistic gradient of shadows.

10/10 for the idea and presentation, but 7/10 for mixing formats, plus ½ point extra for the motion blur = 9/10.

AlphaLyrae responds:

ya got me...I was too lazy to draw em so I just renedered a 3d model I made a while back and pasted it on...

But that was pretty constructive
I'll keep that in mind
thank~ :D

Time lapse ...

was in some ways the best part. This is awesome and I hope you make more.

Kuoke responds:

Will do.

IOR

Holy index-of-refraction, Batman!
I agree with a previous review that the glass is awesome. The background pieces particularly look realistic. In the foreground pieces, the rook most of all, the distorted image within the glass is really sharp: too sharp to be realistic, but not to sharp to be stylish! It's a great image, and even the way in which it is "flawed" as a representation of reality, it still looks awesome.

LiquidKarma responds:

hey thanks for the good and thorough review!

Holy creepy

It's like that creature in Toy Story, as done by Sam Raimi instead of Pixar.

duplex2 responds:

Many thanks, I love the evil dead trilogy.

Mostly good

The razors and glass look great, which actually makes the unrealistic ice stand out.

The ice needs a lower IOR, and although the surface features are excellent, it needs some internal texturing (you know those white spokes that form in your ice cube tray). Right now, they kind of look like mirrors.

Also, LOVE the lipstick texture!

Little-Bacchus responds:

Thanks for a great review :D To be honest I never thought of the little lines in the ice... shows you should always use a reference as now you have said it they do look missing. You are right though it is the ice that lets it down.

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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