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Still Life

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Credits & Info

Views
4,680
Score
3.50 / 5.00

Uploaded
Feb 15, 2012 | 10:57 AM EST
Category
3D Art
File Info
2048 x 768 px
PNG
2.6 mb
Tags
boot
maverick
nerf
ballisong

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Licensing Terms

You are free to copy, distribute and transmit this work under the following conditions:

Attribution:
You must give credit to the artist.
Noncommercial:
You may not use this work for commercial purposes.
No Derivative Works:
You may not alter, transform, or build upon this work.

Author Comments

Modeled in Maya. Rendered in Maya.
this is my first 3D model, believe it or not.

Reviews


m1kclarkm1kclark

Rated 3.5 / 5 stars

Not a bad first go. Here are my comments:

Models: In general, the objects are well thought-out, but you need to bevel your edges. Super-precise edges look unrealistic unless you are working with something truly massive. Also, you need a slightly higher polygon count on the boot. The entire front reveals the polygons that constructed what should be a smooth surface.

Textures: the boot texture is really good, presumably from a photo. However, it is not well mapped to the boot's polygons. There's some stretching going on midway between the toe and the laces. Also, the logo at the top of the boot looks weird because you didn't use a "normals" map, a.k.a. bump map. The rough texture on the Nerf-rubber is a bit over the top. The laces, also, need some kind of texture, or at least a different base material, because they looks unrealistic.

Lighting: This is frankly your weakest point. You've got a spot light shining down, and you've got a "sun" style lamp shining toward the left. Both have shadows enabled. Either of these lights alone would be fine, but together they make for really strange shadows. Also, they are each too bright. See how the center of the image is over-bright? That's because you've put so much light on that point that even a yellow surface is reflecting as white, because you've supersaturated the color. So, one light would be better, whichever one you choose. Now that will make the image look stark and empty, so you could include some additional lights to illuminate the object better, but these look best if you disable shadows AND disable specular lighting. For a softer look, use area-lights instead of point-source lights, if Maya has them.

It's quite good as an amateur shot, and I hope that my comments were constructive so you have a better handle on what to do next. Keeping all these things in mind is hard, which is why God invented critics.


People find this review helpful!
Arch-Angel responds:

Wow! thanks for the review! I honestly didn't think I was going to get any decent feedback. I really appreciate it. I knew there was something about it I didn't like, I couldn't put my finger on it. I agree with every point you made. Textureing and lighting were the hardest part for me I admit. UV Mapping is way more difficult than I would've thought. and it can really make or break a project. I really appreciate your advice, and I'll keep it in mind for the future.