WIP Thread - Positive Critique.
Posted: 25 Jan 2006, 21:19
It seems that there is at least some percieved need to critique the 3D models that are becoming part of the world of Spring, as we move to the new, awesome S3O format.
I have a lot of experience giving constructive, helping critique and advice to newbie modelers/skinners, so I've decided to start a thread where you can show off your work and recieve critique from your peers.
Here are the rules:
1. If your model cannot tell its entire "story" in a screencap that's less than 600 pixels in width or height, it's crap. Sorry, this may sound harsh, but it's true- if you have some uber-detailed supermodel with 15 textures, 15000 polys, etc... it's crap. Why is it crap? Because it is utterly ridiculously overkill for gaming, is why- and professional standards are the gold standard here. Less is more, folks. Listen and learn, and I will teach ways to make more out've less. So... NO GIANT SCREENS, artists. Resist the urge to waste bandwidth. The Mona Lisa looks awesome at 600/600, and so will your best work.
2. Do not post 2D work here. I do not even slightly care about your photo-manipulations, neato filters, or other stuff. Why? Because anybody who can make good 3D art already knows how to do that stuff. 3D art includes all of the classical disciplines of painting and photography- making the very stark objects that are ideal for good performance look great is a very difficult art.
The one exception to this would be concept sketches that directly lead to production, so that we can see a sequence. That at least can show us how you thought about your piece.
3. Do not post anything here with a polycount over 5K, unless it's definately going into a Spring mod... and there's a reeeeeallly good reason it's over 5K. Just because the engine can handle lots of tris does not mean that good artists waste them.
4. Do not post raytraces. Show us screens from Spring, or from UpSpring. I do not care how your models look in Max.
5. When critiquing, be gentle and helpful to newbies. We were all newbies once. We all remember when jerks told us we sucked. Nobody here should want to be remembered as one of those.
6. If somebody asks for a complete critique, and is obviously not a novice... all bets are off. If you want to flame and tell somebody that their taste sucks and they will never be a good artist... um, I guess that's your right.
However, good critique is constructive critique. Telling somebody what's wrong with a piece of art is giving that person a problem. Giving them helpful advice on how to fix things, but stay true to their artistic vision (no matter how weird you think it is) is giving somebody a solution. Good critique is not about establishing that you know more about style than somebody else. Good critique is about helping others to create new best styles. We are not making money here, folks- so be supportive of your fellow artists!
That doesn't mean that you have to like everything that is posted. But... one technique that I make use of, that I find helpful, is to point out the good things first, and then bring up the weak spots. Very few pieces of art are completely bad.
Those are the rules. If you would like help getting going with 3D work for Spring, I'm here to help you- or provide guidance and opinion if you want.
I have a lot of experience giving constructive, helping critique and advice to newbie modelers/skinners, so I've decided to start a thread where you can show off your work and recieve critique from your peers.
Here are the rules:
1. If your model cannot tell its entire "story" in a screencap that's less than 600 pixels in width or height, it's crap. Sorry, this may sound harsh, but it's true- if you have some uber-detailed supermodel with 15 textures, 15000 polys, etc... it's crap. Why is it crap? Because it is utterly ridiculously overkill for gaming, is why- and professional standards are the gold standard here. Less is more, folks. Listen and learn, and I will teach ways to make more out've less. So... NO GIANT SCREENS, artists. Resist the urge to waste bandwidth. The Mona Lisa looks awesome at 600/600, and so will your best work.
2. Do not post 2D work here. I do not even slightly care about your photo-manipulations, neato filters, or other stuff. Why? Because anybody who can make good 3D art already knows how to do that stuff. 3D art includes all of the classical disciplines of painting and photography- making the very stark objects that are ideal for good performance look great is a very difficult art.
The one exception to this would be concept sketches that directly lead to production, so that we can see a sequence. That at least can show us how you thought about your piece.
3. Do not post anything here with a polycount over 5K, unless it's definately going into a Spring mod... and there's a reeeeeallly good reason it's over 5K. Just because the engine can handle lots of tris does not mean that good artists waste them.
4. Do not post raytraces. Show us screens from Spring, or from UpSpring. I do not care how your models look in Max.
5. When critiquing, be gentle and helpful to newbies. We were all newbies once. We all remember when jerks told us we sucked. Nobody here should want to be remembered as one of those.
6. If somebody asks for a complete critique, and is obviously not a novice... all bets are off. If you want to flame and tell somebody that their taste sucks and they will never be a good artist... um, I guess that's your right.
However, good critique is constructive critique. Telling somebody what's wrong with a piece of art is giving that person a problem. Giving them helpful advice on how to fix things, but stay true to their artistic vision (no matter how weird you think it is) is giving somebody a solution. Good critique is not about establishing that you know more about style than somebody else. Good critique is about helping others to create new best styles. We are not making money here, folks- so be supportive of your fellow artists!
That doesn't mean that you have to like everything that is posted. But... one technique that I make use of, that I find helpful, is to point out the good things first, and then bring up the weak spots. Very few pieces of art are completely bad.
Those are the rules. If you would like help getting going with 3D work for Spring, I'm here to help you- or provide guidance and opinion if you want.
