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Bigger Would Be better..

when I saw this the first thing I though it was the pokemon Kyogre from the Sapphire game only with a robotic feel. But even with that first assumption I still liked this.

When I come across a piece like this, I like to think there is a story behind it. I feel as if this goes beyond the simple idea of an artist put in to lines and color. If there is not a story, my mind travels and wanders through this minor glimpse of this world and I begin to see the daily lives of the people and creatures within it. And from this little tour I give myself I come to the ability to review such a piece.

Let us start with why this only got a 9/10.
To be honest it all has to do with the size. It's not the size of the ship but the overall size of the ship. This piece should be HUGE!! I mean, what are we looking at here a 800x700? Naw this thing should be closer to 8000x7000, I'm talking full wall paper size right here. (ok I admit 65,000,000 pixels is overkill, but you get the idea)
Second thing I want to bring up is perhaps a little more dramatic cropping. Perhaps you should have made the height a bit smaller, mostly to give the ship a more massive feel. But you also counter with a bit longer length to give it some head room to fly. This will aid you in portraying a massive sky better then what you already have.

So, now on to less of the composition, and more to the content of the piece. The ship has a very organic feel to it. The Craft looks like evolution had a hand in designing it and not just some engineer just slapping a design down on paper. I honestly feel like this would be a safe vessel to be gliding across the sky in. And if the engines were to fail I feel as it would simply flap its wings to keep us afloat. The detail of the plates and seams is easily a step above what many attempt, and truly add a sense of engineering to the ship.

The color scheme is simple and effective. The blues, yellows and whites blend very well. The glowing lights give the essence of technology and power effectively. Even the bridge at the nose feels as if it was plucked from a unique science fiction novel written specifically for this piece.

The lighting is wonderful. You not only nailed the sheer size of the craft by causing it to have itâEUTMs one created shadow but you excelled in having it catch the white bounce light from the clouds below it. This reinforces the awareness of your eye for detail.
But sadly your detail does have a flaw in the clouds. Although they look nice and fluffy they do not share the same level of contour as your ship. I feel they could be pushed out and made a bit better with some definable shapes, but only on the ones in the foreground.
On the other side you have nailed a depth of field quite nicely. ItâEUTMs truly visible on the wings. So for this I say good job..

The escort ship is the next thing I wish to cover.
Small fighters like this serve a purpose, both in a practical sense and in an artistic sense. If a art piece they add the size of the ship. Them being tiny and flying alongside the Frigate helps the damn thing just look bigger. I must say, good job that was a pretty good move. But there is just a problem with this one little fighter, itâEUTMs only one. A ship the size of the Frigate cannot move or turn very well and even onboard turrets would be no challenge for a decent pilot much less an Ace to take out. So this is where the escorts come in. You need them to handle the stragglers and take in the fighters in to dogfights while the main cannon of the Frigate take care of bigger fish. Where IâEUTMm going with this is you need a few more of those little ships. At least another by the tail, one by the bridge, and perhaps one on the wing.

Over all I do like this piece and its final score is
5/5
9/10

Please get a bigger version up soon. Thanks

(wow only 249 characters left)

Very Nicely Done

5/5
9/10 great job,
the render is superb. and from the looks a well constructed model. I would love to see a few more angles, perhaps even some process shots and some technical data. Poly count?
I would also like to see some variance in in the finish, the decals should stick out a little more. perhaps a small bump map will cure that.
Perhaps some a second map of a rusted and beat up version would be cool.

Any plans of Animating it, or is it too high poly for practical use?

the only thing that is knocking that last point off is the skewing of the material on the background wall

oh and as a personal vendetta, Dodge sucks :P... .except for the Challenger and Charger.
Chevy is the way to go. :D

toshema responds:

Thanks, well I love to do an animation and I could do more angles it is just a matter of placing more cameras at different angles and then rendering. I also look up the tech stuff too, and then put them in ref sheet style and throw in a few meshes with a beat version or some thing ^_^. I'm not sure when that wil happen though, I'm a busy person since it is nearing finals week.

It's a start...

The first thing to notice is the colors. One simply cannot miss those. They are vibrant and strong. This hurts and helps your picture all at the same time. The things that stand out the most is the tiger, the belt, the bottom edge of the breastplate and pieces of the pillar in the background. These extra bright areas do help get your work noticed, but at the same time can pull the viewers eye away from the action, inevitably harming it.

Perspective is the next thing on the list. Cutting off the character at the ankles is already a big no-no when it comes to composition, but it also makes it hard for one to see if the character is in perspective with the background. This also separates the background from the characters, giving a disconnected feel.

Proportions on the elf are way off. Let us start with the hands. The hand by the face is much too small and seems disproportioned compared to the hand holding the bow. This also leads the arms. The left arm is much too large while the right arm is much too small.
The torso is long and thin, not only looking frail, but unbecoming of a warrior. The shoulders need to be wider to add a sense of power. The hips and shoulders are the same size which is typically considered inaccurate for males, especially a more athletic, stronger male. The right calf is huge while the left dampers too much. This makes him unbalanced, and coupled with the pose that is leaning too far back, makes him feel as if he is going to topple over any second.
The characters face, looks somewhat alright, although I do hate those ears. I have always hated the WoW design for elves, but that is between me and Blizzard, and I do not judge your piece on Blizzards faults. They eyes are a little larger, even if they are squinted, upon a full open they would be huge. Perhaps if you brought in the ends and tapered them a little they would not be so big

The overall design of the armor is too complicated without enough texturing and value. A simpler version that you build up too would have been more suitable.
Check your gear size as well; the arrow quiver is too small, even for a short bow, and the sword is only a little longer than a short sword. If this is what you were going for, then great. The bow I am starting to like, but it seems to taper really bad at the odd end. The top half looks really good an I like it, itâEUTMs just the end makes it seem unbalanced.
With this character I would like to have seen more âEUoeAdventuringâEU accessories, pouches, packs, perhaps a little dagger for mundane purposes, little stiff.

The tiger front paw looks like a wet noodle. ItâEUTMs limp and wavy looking like it lacks a bone.
There is a lot to fix in a piece like this, but at least you have taken one this far. That is an accomplishment of its own. I will look forward to another update from you in the future.

Blurry?

too blurry, My man, this has entered the realm of filter rape, big time.
You have gotten so much blur on here no one can see the clay figure. And to be honest I didn't even know it was a figurine until I read the authors comments.

in your art you need to lay off the filters, they are not helping you at all.
0/5
1/10

Though Threw The Pain Man!!!!

Damn I love this, instant favorite
I'll be keeping an eye on you and your stuff.
\you have a solid style with a good mix of well timed jokes.
congrats you earned the 10 and 5

Maya?

I tend to model in 3dsMax and then animate in Maya
this is pretty nice, I just want a better lighting and render (reason for the -2 points)
but I tend to like 3d modelers.
I hope you can do better in the future.

Very, Very nice

I like this model, it is well done. I cannot wait to see a unwrapped/mapped version of it.
The only thing I have against it is the graininess of the picture, I'm pretty sure it was a render setting gone wrong and a easy fix, so nothing against you or the pic.
I would love to see a few more views of it as well

IStumpyI responds:

yeah, this wasn't meant to showcase a realistic render so the samples are set low which is causing the graininess and I wasn't really planning on texturing. Although I could post a colored version. Also if you want more views just go to the posted video. thanks for the comment!

If you think you have what it takes, then come at me. I'll enjoy this.

Age 36, Male

Graphic Artist

Art Institite of Phoenix

home....

Joined on 9/9/06

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