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Comments
Before I get into this long critique, obviously I am not working on this so I maybe looking to deep into it and maybe everything is exactly how you guys want it and also, maybe you have so much rendered theres no going back now but just as another student looking at these renders - here is what I feel:
The only problem I have is in Frame 1(the Prison Hallyway thing). I am a Game Design Major specializing in Environment / Level Design and this frame really feels like a game to me. The other renders feel like a real animated film, just this shot has some issues. I feel the main hall is to pristine compared to the rest of the environment. It is also boring in contrast and texture. You have this great worn down tile texture in the cells but nothing like this going on in this hallway. Maybe create large, dark stone tiles similar to the wall shade. Also, the way the walls connect to the floor in this render are to direct and defined much like a video game. The detail is lacking here once again when compared to the rest of the renders. The other areas connect great when reaching the floor. Alot of grundge and texture variation is going on within the cell. I would recommend maybe some kind of wall footing thats worn down like most walls have or create a obvias fixation crack between the two. There would be a area between the two surfaces where concrete or some kind of sealment would be placed. It would buid alot of dirt up in it as well and be worn down. I also feel as if the walls are missing the old school exposed wiring you would see for the electronic switches as well as the metla strips that would keep them in place along the wall or cieling. Finally, the wall also looks as if the texture is simply Planar Mapped across the walls identically. This is very obvious I would look into fixing that, even if its only in the film for a few seconds it really stands out and its a simple 3 or 4 click fix. Even if you have it UVed, just rotate the texture applied to it.
Now that I look at it again I have something to say about the wall texture in the cell. In frame 2 (moving right) the obvious breaks in the wall seem as if there is no bump mapping or displacement going on for it. There would be a slightly defined edge here considering this wall is layered where one material is obviously covering another. I can see the wall has a bump map already for the spec. look, but I would recommend creating a layered texture for the bump and define the cracks. I am not sure if this is procedural (I am assuing it would be for sure) so giving the wall that extra definition would be, in my opinion, a stunning detail effect. At SCAD I hear so many people being hired, not because of their over all work but because of details such as this being so defined.
Over all it is looking great, far better then my skills with Rendering in Maya. Just maybe consider some of these things and look into it. You can agree or disagree or whatever but I if this is the work I saw on the Render Farm then I am not the only one who spotted these things. Me and my friend Drew Harrison were discussing this work
Hope too see more from you
i have to agree with you on everything... we are addressing some of the issues such as the Prison Hall. I wasnt the texture guy on the project but i do know he is aware of at least a couple of the things you addressed.
LOL! i guess i could never put my finger on it but you are right... the first shot does look very game like compared to the rest of the film.
i really appreciate the great critique... and i will be sure to pass this along to my teamates and we hopefully can get these and other issues worked out... And hey... since we both go to SCAD i suppose i might see you around Montgomery some time!
please keep up the comments when i post more... i feel not enough people give proper critique anymore and i need it in order to constantly improve... so thanks again and merry christmas!
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