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Thread: Quick-Crit 2008-2009

  1. #6101
    Senior Member Geo's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Sel View Post
    I suggested giant megaphones, the mapper wanted subwoofers.

    Needs a big tube subwoofer in the back

  2. #6102
    Apex Huero's Avatar
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    Re: The Studio Quick-Crit Thread


    Stage one of a photo I took with my phone. Cropped in mobile photoshop (note to self: bad idea, more control on my computer) and somewhat edited, then edited in photoshop essentials.
    I then proceeded to do this in Paint.NET

    crits? is it any good? do i have any possible future in photography?
    e: sorry if it's not showing on the forum, just click the image to actually see it
    Last edited by Reaper Man; December 6th, 2009 at 11:32 PM. Reason: ftfy

  3. #6103
    ლ(-_-ლ) Reaper Man's Avatar
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    Re: The Studio Quick-Crit Thread

    Fixed the links for you, next time use the direct link url from imageshack.

    Interesting composition, but not the most exciting of photos. Got any other photos to show?

  4. #6104
    Apex Huero's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by Reaper Man View Post
    Fixed the links for you, next time use the direct link url from imageshack.

    Interesting composition, but not the most exciting of photos. Got any other photos to show?
    Afraid not. These are literally the first photos I've taken outside of photo class that I meant to be artistic. I don't even have that DSLR I asked you about yet. I could scan a few of the photos I have in my portfolio in school, but I fucked up the printing process on the best one (super interesting IMO) so everything's at a shitty angle.

  5. #6105
    Gematria SiriusTexra's Avatar
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    Re: The Studio Quick-Crit Thread

    Viewport grabs so aliasing is there, but who gives a fuck.




    Basically a small shitty scene I'm just chucking garbage in to learn this thing. By the end it's going to be a complete clusterfuck of stuff of pretty much anything possible. (old flood thing for the advanced skin materials and shit) If anyone knows how to improve the shadows and lighting please speak up, lightmass is just bouncing it everywhere. Might have to use one of those new importance lights or whatever they are...





    Modular piece I made for this very learning experience, just a light fixture type thing that can be stacked on itself. Tweek told me its too busy, and I agree.


    But I like busy. I like to focus on specific parts of a piece and follow them around like a little journey across the surface, looking at certain shapes. I'm like that with musical taste too. Lots of layers and just focusing in on a different one each time.

    So yeah, if it's too busy or too much going on that's a design choice.

  6. #6106
    Hmmm... MetKiller Joe's Avatar
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    Re: The Studio Quick-Crit Thread

    It does look a little too schizophrenic. It would be nicer if it was a bit more clean because right now its just too much took look at.

    That box thing you have going in the viewport seems to have a lot of emissive spots for the sake of having emissive spots. They don't really add anything, imo.

    As for lightmass, here's the official article. Just Ctrl+F "LightMassImportanceVolume". Its a volume that lets you control the emission of the photons (number of bounces, etc), intensities of AO Spec, and other stuff like that.

  7. #6107
    chilango Con's Avatar
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    Re: The Studio Quick-Crit Thread

    I agree, there's way too much going on in that scene that it's hard to look at. The number of lights on those machines alone is mind-boggling. You just need to reduce the number of individual panels on all your textures by opting for simpler, larger patterns.

  8. #6108

    Re: The Studio Quick-Crit Thread

    It would maybe look better if you left the core (centre) of those structures with lots of lights and removed them from the protruding parts (legs).

  9. #6109
    Gematria SiriusTexra's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by MetKiller Joe View Post
    It does look a little too schizophrenic. It would be nicer if it was a bit more clean because right now its just too much took look at.

    That box thing you have going in the viewport seems to have a lot of emissive spots for the sake of having emissive spots. They don't really add anything, imo.

    As for lightmass, here's the official article. Just Ctrl+F "LightMassImportanceVolume". Its a volume that lets you control the emission of the photons (number of bounces, etc), intensities of AO Spec, and other stuff like that.
    Yeah I have an importance volume. You can't build lighting properly without one.

    I'll try toning down the emmisive stuff, but the shape complexity stays. IT's supposed to be ornate, that's why I love forerunner. If I twanted to d o big flat simple plates and stuff I wouldn't really be pushing myself creatively and I probably wouldn't be having any fun.

    But I agree the number of lights is too much.

  10. #6110
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    Re: The Studio Quick-Crit Thread

    Way way way too much detail !!

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