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Thread: Alex Martin Proebius - Final

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    Member RIP's Avatar
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    Alex Proebius MArtin
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    Default Alex Martin Proebius - Final

    final
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    Default Two Sides of every story

    the title

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    Default Re: Alex Martin Proebius - Final

    Well, I have differing views on this piece. I am not sure on the use of social commentary, it creates narrative realism but I might have enjoyed it more as a straight design preso. The use of Maxwell-inspired flashbulb lighting is effective, but it feels too uniform on the rear building, I am not sure where the sourcing is. The grain is a bit over the top, and if you shot w/ film that high in ISO speed there would be chromatic abberation artifacts. Very good photorealism overall, could easily work in a film effects shot.

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    Default Re: Alex Martin Proebius - Final

    I'm conflicted about this piece as well. I think the flashbulb lighting concept is an interesting one, but I keep thinking of some of our earlier dialogue about there being a distinct difference between a good photo and a bad one. This might not be a great photograph, but if I focus on the cg, I can really see the effort in it. The modeling and texturing are very well done, and I'm glad not to see any overlapping polys in the foreground junk. That would've been a dead give away. While, the grain is a little too severe, I'd rather see it grainy than too soft and blurred to compensate. I like that you've continued to break away from the norm.

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    Veteran Member Ernest Burden's Avatar
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    Default Re: Alex Martin Proebius - Final

    Again we get a unique perspective on your scene. So where is all the garbage in a typical rendering? Someone threw it all into your picture. Talk about reality! Maybe a little too much. What's even more interesting here is how you used a stark light--like a camera flash--to push the contrast to the more refined architectural object beyond. Then there's the 'quiet' sign...a little too quiet perhaps.

    I don't understand everything I see here, but don't need to. I wish whatever is beyond the building were better defined to establish it more as background. As it is, your main building reads as background, making the bridge and walkway midground. I think that role should be for the tower, instead. There is a good sense of zones, made clear by the fairly frontal perspective. Compositionally, I would like to see the overhead wires completely clear the tower top. I think that would help by framing it within the 'junky' world. Right now the wires cross the tower but do not have a cohesive image--they appear then disappear. Better to just have them as a visible line to simply mimic the other strong horizontal elements. Another small problem--the pole interferes with the pier under the walkway. I would move it, best towards us which conveniently raises the wires. The problem is that we don't see the joint of the pier completely. Its good to show loadbearing points well.

    My biggest problem with this rendering is that it still does not give many--if any--clues as to the function of this building. Without a pedestrian context we have only the garbage to guide us, or at least the seperation from it.

    I very much like the variety given to surfaces and areas of light. Never do we feel a CG-ish sameness. There are a number of subtle repetitions of the crossed rectangle building elevation in the wood scraps, walkway and overall image massing that help your architectural piece seem well grounded in its environment.
    Ernest Burden III
    AcmeDigital
    architectural rendering.

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