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Author   Topic : "the robot is back"
conceptus
junior member


Member #
Joined: 08 Apr 2002
Posts: 17
Location: california

PostPosted: Sat Jul 27, 2002 3:27 am     Reply with quote
The latest iteration of my robot project the progress from the original stages can be seen here: http://www.sijun.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=4&t=003787

I'd say it's about 80% complete...and I'd like people's expert opinions, this drawing is destined for my portfolio so be harsh

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Godwin
member


Member #
Joined: 24 Apr 2002
Posts: 701
Location: Singapore

PostPosted: Sat Jul 27, 2002 4:10 am     Reply with quote
ahhh, remember this, u sure have done alot, nice
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Ian Jones
member


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Joined: 01 Oct 2001
Posts: 1114
Location: Brisbane, QLD, Australia.

PostPosted: Sat Jul 27, 2002 6:49 am     Reply with quote
Nice basis, interesting design. You have put a lot of work in I can see.

First thing I noticed was the lack of a background. You really, really need one if this is going into your portfolio.

A) Because without a background this character has no believable setting and nothing to help us reinforce its design. What about a scale reference? like a tree or human so we can see the actual size of it. A background will help to establish this.

B) Because your cast shadow and spotlight are imo absolutely destroying the pic. The cast shadow is all wrong, I'm not saying it is easy but I would suggest you avoid using such a strong overhead lightsource due to the fact that you don't have the skills to make a good cast shadow yet. One way to improve this situation would be with a background. Try putting a surface under him that will break up the cast shadow a bit, something textured that will disguise the flaws in its shape.

Other things that need improving...

Rendering. You are doing pretty well, except the image however looks a bit blurry overall. To combat this you need to consider the tools you are using, eg hard or soft edge brush and you need to establish your edges. Edges are a key ingredient that a viewer uses to understand a form. You need hard sharp edges at the edge or overlapping of forms, eg. the silhouette of the robot needs to be really sharp and clean against the background. This will establish in a viewers mind that there is a clear difference between surfaces and indication of two seperate forms. The legs overlapping also need a sharp definition where they cross. Otherwise they just blend together in an amalgimation of blurry shapes. I think you get my point there. Think EDGES.

Define the difference between your materials more. So far to me the whole robot looks almost totally metallic. Increase the textural contrast for interests sake, so make the metal bits really smooth and shiny like the bits on his spine that you have already done, and conversely make the 'matte' areas 'matte' without shine, and a soft 'diffuse' lighting scheme. Consider the differences between materials to help you render. Metallic objects are usually extremely shiny, they reflect light almost like a mirror because they have an extremely smooth surface which reflects light on a direct unaltered path. 'Matte' objects on the other hand are usually have very soft, 'diffuse' reflections because light is bouncing of the bumpy, irregular surface (even at a microscopic level) and the light rays get scattered all over the place leaving any reflection blurred and soft.

In practical terms this means you need to utilise your tools to emulate the surface you are rendering. For example when rendering metal you would use a hard edged brush and perfect placement of strokes to simlutate the accuracy and sharpness of its reflections. Of course there are smooth gradients in there too, but think of it in terms of 'accurate' gradients, none of this smudging fuzzy look. Another example would be if you were rendering a 'matte' surface you would use a softer edge brush to simulate the scattering of any reflections and soft lighting scheme. You can use hard brushes too, certainly for getting the shapes right I would. Overall just consider the material, the tools your using to render it and its just logical to use the best tool for the right job.

Design wise I would consider dirtying up some areas like the oily joints and hydraulics. Add some chips to the paint ehre and there, maybe some scrathes or rust on some metal. The key is to be very modest with the amount of 'weathering' you do. More is less, but if you are going for the cheesy look just go nuts!

There are a few perspective issues here and there, but this is not something you can change easily. That will come with time and practice.

I hope that helps.
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RaykastCS
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Member #
Joined: 01 Jul 2002
Posts: 27
Location: Salinas Califorina

PostPosted: Mon Jul 29, 2002 6:40 pm     Reply with quote
Well i can say you are better then me at paiting. Though i detect a second light source, i still think that he should be casting more shadows on himself since you have such a strong light right above him.
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