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Star Crossed RAW by pjacubinas Star Crossed RAW by pjacubinas
Not totally done here, but i think i got the render and lighting just about right. I'm going to do some post work and re-submit the image in a few days.

But before i get to that, I thought I would as the community what y'all think!

So any comments or questions or suggestions are welcome, wanted and needed!!

Thanks fellow DA's! Love ya!
Add a Comment:
Hi pjacubinas,

first of all - I like the scene and as always in art doing things a certain way is a matter of taste.

1) Scene setup:
You could add more drama and tension to the scene e.g. by letting the guy with the high-tech gun aiming at something or someone inside the ruined building. As a side effect the HUD could me more visible to the viewer (looks great btw.). Of course adding more drama might not be what you had in mind... :)

2) Lighting:
Depending on what you want to emphasis within the scene you could add some more sophisticated light+shadow setup. If your render engine supports PMC or pathtracing you could also create a real world daylight scenario. Thereby you could add a certain mood or atmosphere. E.g. dusk or dawn with interesting shadows. Would also be appropriate if you did intend to create a slightly relaxed atmosphere.

3) Atmosphere:
Some smoke, dust and/or fire?
For my taste a more greyish and darker sky could add to the war scenario. But of course that's again a matter of taste.

4) DOF:
Again depending on what you want to emphasis a slight camera DOF could be added.

5) Level of detail / textures

6) Render quality
Very good (light setup could be improved).

All in all a great piece of art! Keep up the good work!
What do you think?
The Artist thought this was FAIR
7 out of 7 deviants thought this was fair.

The Artist has requested Critique on this Artwork

Please sign up or login to post a critique.

Raazorfiend Featured By Owner Apr 18, 2015
looks cool, is it from a game?
neanderdigital Featured By Owner Jan 20, 2014   Digital Artist
Excellent :)
Tygahman Featured By Owner Oct 29, 2013  Hobbyist General Artist
What rendering program do U use?
pjacubinas Featured By Owner Oct 30, 2013  Professional Artist
This was rendered in Daz 4.watever-it-is-now...
Tygahman Featured By Owner Oct 30, 2013  Hobbyist General Artist
COOL :).
Tygahman Featured By Owner Oct 29, 2013  Hobbyist General Artist
I love the vividness and clarity of all the details as well as the p.o.v. . The lighting is pretty good too :).
dberrbus Featured By Owner Aug 21, 2013
Pretty awesome if you ask me.
Bad-Dragon Featured By Owner Aug 19, 2013  Professional Digital Artist

The lighting, composition, and POV are all excellent. I think I would add some clouds of dust, and dirty up the uniform and the tank a bit.



AOGRAI Featured By Owner Aug 19, 2013  Hobbyist General Artist
Excellente! Dont like her gun though and great lighting!
pjacubinas Featured By Owner Aug 19, 2013  Professional Artist
what don't you like about the gun?
AOGRAI Featured By Owner Aug 20, 2013  Hobbyist General Artist
Sorry, no worries, just did not like the design coz of my own preference.  Prefer this one...
deskridge Featured By Owner Aug 14, 2013   Digital Artist
evilkoolade Featured By Owner Aug 13, 2013  Hobbyist Digital Artist
love it
kyu2130 Featured By Owner Aug 13, 2013  Hobbyist General Artist
Nice Composite. Could use a bit of DOF
Ippotamus Featured By Owner Aug 12, 2013
This is looking really good.
A little DOF (not too much!) would give this some more defined depth.
POPTART117 Featured By Owner Aug 12, 2013  Hobbyist Artist
"Shit...I knew I should have taken the left turn!"
stoper Featured By Owner Aug 12, 2013
It looks good to me.

You just need an Easter egg, a sniper guy hiding in one of the buildings :P
dreamdesigner442 Featured By Owner Aug 12, 2013  Professional Interface Designer
Just Magnificent! I wonder how will look,after the final postwork !!:-)
defense2 Featured By Owner Aug 12, 2013
2 things.

1) the debris in the foreground that you want to be half burred in the dirt, should have something covering the circle where the pipes stick out of the dirt. I understand how you want to keep the poly count lower... More so given how much detail you have here. Rather than increasing poly counts around the insertion point, so to model the indents... a few stones (photoshoped) over the ring where the pipes meet the dirt would be a good idea.

2) The debris in the background, specifically at the top of the buildings need to be twisted a little more, I don't know what your photo shop skills are like, but I suspect that their better than my own. Try composting the debris. 

Render one photo with the foreground only, then the middle ground and finally the background, then layer them over top of each other in photoshop.

This should reduce render times by reducing the polygon count... Depending on the program  you are using. Sadly you might have to play with lighting to get the reflected light that would be bounced off of other objects.

Other than that... You've kicked my ass to the curb.
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Submitted on
August 12, 2013
Image Size
755 KB


114 (who?)