primitive

And at the end there was the machine. Lost in its work, it never noticed Dante.
“What is it doing?” he asked.
“Creating perfection,” answered specter. “For nothing living could ever achieve it. It was once a god, but in the pursuit of perfection it has lost…everything else.”

'Tis my first blend of 2007. Black and white, with a bit of level work done in Gimp.

I wanted to go for simplicity, but I’m not sure whether it backfired on me or not.
Any C&C’s welcome.

Edit: brightened the image a bit

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It’s really dark… can’t see much of anything. Try brightening it up.

Yeah, brighten it up please. What I can see looks quite good though.

Ok, I upped the brightness a bit. Check back at the first post.

ok i see a bunch of cubes with a light shining through…am i right:confused:

You are… Now look a little closer… There is a guy there made out of those primitives. (Please remember the proper etiquet for this forum. It is for critique only.)

I like the quote, is it from Inferno?

I personally like the idea, though it has so much more potential. Even if all you have is cubes and spheres, etc. you can do a lot with just those. Add a bevel. Make the materials almost metalish. (If I recall there is a good rust material floating about around here.) Tweak it a bit (so it looks as if it is starting to rust) to let a bit of the age out.

You can build some really cool looking stuff out of primitives (See Escher for more details). Like I said, this has a lot of potential. Keep up the good work!

-albrt

No, made it up :stuck_out_tongue: I just used it because Dante had a journey through another world and I liked the allusion.

Looking a bit simple rihgt now. But good. Lightin up this side with a no spec hemi. Then, use sub AO…

Good start

Drew

Yeah, what they said. Also textures.

Ok, so I guess the simplicity was a little too drastic?

Not the simplicity, the planeness of it. The absence of all color instead of some.

Simplicity isn’t the same as plasticity and lackluster finish. I never said they had to be defined textures, just check the ‘limbo’ picture in the finished projects, that’s some subtle texture work there. Still though, just some post-production would make it look more appealing.

I see banding and you could use some AO and maybe something to tell us what the crumbly meshes are supposed to be.

You need a little more to bring out the depth also.

Uhh, sorry, but I can’t see a thing. :slight_smile: Wanna try bringing up the lights a bit?

Hmm, I see now. I guess some stone textures then? Some fine grained stone textures. I wonder, if I joined all of the meshes of the wall of cubes, maybe I could have moss growing up the sides.

EDIT: @Cyborg Dragon- How do I bring out the depth?

The answer is contrast. Google it.

you can also try fake DoF with nodes…(PM me sometime, Im fake DoF master…)
The new DoF node is a little iffy…