Character: cyborg in a corridor

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  06 June 2003
cyborg in a corridor

here is a work improvised from the begining to the end, made with 3dsmax5 and photoshop.
  06 June 2003
really nice, only the eyes are not good - not enough contrast, and if it should look dangerous i think you should make them smaller (scale height) and place them more inside the head... compare a rodent (eyes ouside - looks harmless) and e.g. a panther (stereoscopic view - looks dangerous) - maybe i am worng and its only the camera angle that gives me this feeling..
  06 June 2003
Good Work

Really good. Models, colors, lights are very nice . It's my feeling, but I'm a noobs .
  06 June 2003

eh ben, on faire mumuse avec le banc de montage
joli travail, un peu trop de lumiere sinon, ça nuit peut etre à la profondeur de ton image tout en rendant les couleurs trop vives.
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  06 June 2003
The modeling looks good, but something about this render bothers me : first of all the composition of the image is questionable to my taste , it seems that you are trying to show too much and there is a tiny bit of space lacking behind the charecter . Makes the model seem cramed in the corner.
Another critisism is the over all tint of the render something about the colors seems too flat too dead , i think a bit of contrast should help!!!

But these are simple things to work *the tint if i am not mistaken is done in photoshop, and composition well......

  06 June 2003
"here is a work improvised from the begining to the end, made with 3dsmax5 and photoshop"

So specify the improvisation!!!!!
  06 June 2003
Very nice texture work.

I think your compositions working well.

The perspective lines pull you into the image, down the hallway and you end up on the characters eye. The curves of the character then pull you down the left hand side. The hallway bulk head then pulls the eye over to the far wall again. The characters head is also the point of highest contrast.

So it looks to me as though you've given the composition a lot of thought.

Given there is a lot of reds and warm colors, the eye might pop a bit more if you went for a cooler color - just don't over do it to the point the viewers eye gets stuck there.

The whole character would pop more if you went for a cool colored background, BUT I think it pops enough with the change in focus. So given the subject matter, I think its great - this is NOT the barrier reef in FINDING NEMO.

Looks like the eye is sitting around a golden area. Did you use the golden mean to calculate your proportions for the character or background as well?
live long and prosper V

Last edited by Peter Reynolds : 06 June 2003 at 01:53 PM.
  06 June 2003
No, I didn't use the gloden mean. (sorry, but i have no idea of wath does it mean). I think the composition is working too. And for me, the tiny space between the character and the wall is not a mistake: it creates tension in the picture. I want to point at the fact that all ur mind are different on my work. Some find that the composition works, or not, and some other are not agree on the fact that the picture are too lowly or too highly contrasted. when I said improvised, I wanted to mean without prepare, drowing or other research. But i am satisfied that it doesn't let people indifferent. Thanks a lot for ur replies.
  06 June 2003
Hey ! Salut ma grande ! Comment va ? Désolé de ne pas avoir répondu à ton mail, je vais le faire prochainement (au fait, tu ne m'as toujours pas dis si tu as un messenger)

Cool wrk, looks clean too me, but a bit to flat, nothing really stand out of the pic.
  06 June 2003
ca le fait mieux avec les contrast, felicitation!!!
  06 June 2003
Overall I really like this piece.

Put me in the 'I like the composition' camp on this one- having the character off to the side along with the perspective induces a strong "What's going to come along that corridor?" feeling for me.

Excellent colors, I like esp. the scratches and scuffs. Good modelling and posing overall, those triceps are scary-big but the arm pose gives a good sense of the arm's massiveness. The only critique on the modelling is what has already been pointed out about the eyes- if they are to be eyes they should be made more prominent somehow, either through modelling changes or contrast changes. I honestly didn't initially pick up on them as being eyes at first (Note that I did like the 'Blank Faced' look that gave the character).

There is also something a little odd looking in the plane change around what on a human would be the outer prominence of the cheekbone. I think this may strictly be a lighting issue for that part of your scene, and it's mostly a nit-pick.

Do you have any plans to animate this scene?
  06 June 2003
Son of Octropos:no I haven't any plan for a possible animation. I made it only for a picture. And I have already began a new scene. I agree with u for the eyes, witch are looking a bit strange, but I think its a matter of angle.
  06 June 2003
Looks great. Nice modeling, textures and lighting. Animation would be nice.
  06 June 2003
my opinion

this is a nice work!
I realy like the character design, and all in general. But just a bit oldschool. Maybe it was in purpose?
  06 June 2003
Yeah it is kinda old school looking. I think that's what makes is so bad-ass! I love it. Makes me think of that old comp game Thexder
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