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Overworked v2
Overworked v2
Comments: 3
Horo

19.04.2024, 17:34








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Overrun
Overrun

            

Overrun
Description: If only these guys watched Stargate they would know that these little bugs are immune to most energy weapons. Oh well, too late for them.

Similar hallway to the last one however this time there is a ceiling, however you cannot see it, a door that is 2 dimensional, some random lights, a lever, and a computer screen. The solider is from DAZ. All else is from me.

I just realized that the guy in the back looks like he is shooting is friend in the rear, but i swear he isn't.

I think the main thing I need to work on is the shadows. Right now, I think it looks kinda bad.

Comments and suggestions are welcome. Thank you.
Added by: connorzelinsky
Keywords: replicator, hallway, battle, guns, lasers, door
Date: 08.25.2009 05:27
Hits: 3660
Downloads: 1
Rating: 0.00 (0 Vote(s))
File size: 391.3 KB
Previous image: Outpost 8
Next image: Replicator



Author: Comment:
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Oh man - that's terribly creepy. These replicators are like spiders. And they replicate faster than spiders can. And those guys probably do not know what mischief these things are able to do.
08.25.2009 06:46 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Really good Connor. A few ideas:
1. The soldiers should be firing at the replicators nearest them, seems they are by far the most dangerous.
2. The walls could use some subtle reflection maybe value 5.0. Use high metallicity to prevent the reflection from overpowering the diffusion.
3. There should be a few destroyed replicators dispersed around.
4. Take advantage of the disappearing hallway. This is an awesome compositional convention. I see perhaps 2 or 3 replicatiors behind the soldeirs. But what I should be seiing is what looks like hubndreds of replicaitrs disappearing into the distance. This element of certain doom combined with a few dead replicators results in a futile "hope in the face of death" stroy that is very interesting.

The phasers are too low energy in this high saturation darkish green. The phasers should appear to be high in inergy, and most high energy objects are more white and less saturated and dim.

Very good storytelling with the light. The lights and the shadows are used very effectively. Bravo!
08.28.2009 02:32 Offline rashadcarter1 rashadcarter1 at aol.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

Thank you to you both. I think I can do everything you just mentioned. Probably be done tomorrow. (However now that I've said it, it will probably take a lot longer).
08.28.2009 05:30 Offline connorzelinsky connorz16 at gmail.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
-

I can only echo what Rashad said. Very smart pointers to complete the scene. As in you "Bounty Hunter" image, where you had a soldier firing up a green plasma/energy "projectile", here I would expect to see some greenish light out of those flying energy "bullets" or whatever they call 'em. It seem somehow strange to have them spherical. I think stretching those towards the shooting direction will add to the sense of speed and dynamics in the situation. Lastly, for your final render I'd say you'll need softer shadows to get rid of the banding, perhaps 10-to-20 for the main light(s). I'm aware that this way the render could easily turn into rendertime nightmare, but I asure you it'll be worth it.
08.28.2009 08:15 Offline richter richter at cold-may.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

I was afraid one of you was gonna say soft shadows. I like your idea of elongated laser bolts. I will try that out.
08.28.2009 16:59 Offline connorzelinsky connorz16 at gmail.com


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