I agree with the vignette, I actually have two working in tandem there, was just experimenting.
I also wish that motion blur worked with mesh deform in cycles (although I didn’t rig qbert), I was thinking of just object motion blur with qbert and the ball on the right. I think it would give a better feeling of him dodging the ball with spikes.
It seems to me the composition lacks focus and contrast… qbert, who I love, is hard to see, camouflaged into the stack of boxes. I’d recommend some more color to create balance and contrast, and then framing the scene in a more exciting camera angle.
Also, as it’s for a competition, the render would have more visual power if it communicated a story or an action.
I agree, was going to play with the blocks, maybe light them red and blue. Originally I wanted an underworld feel, I always felt qbert was underground for some reason. But he is not popping like I wanted.
As for story telling, I can’t really think of how to enhance the story while staying true to the game. I wanted to create an area of immediate danger, heavy on the left side with characters, with the large portion of blocks on the right to balance and show a safe area that he is headed to. I was thinking of adding a coiled snake striking at him as well. I’m having trouble showing the movement without having mesh deform motion blur. Any ideas on that?
Plus I got side tracked with the latest test build, so we will see how much more I do on this. I’ve only really done one sitting on this for modelling, materials, etc… It is more like a weekend challenge project right now.
I have a chinchilla and his fur is quite a bit longer than that. Also the hairs around his nose are white.
Anyway, the Qbert image has a really nice background but the character seems to get lost in it. Perhaps he needs more lighting.