Golem Thumbnail - Critiques Wanted

Hey there guys!

I’m working on another thumbnail for a competition, and I’d appreciate some feedback (it can be as simple as a rating out of 10 or as detailed as a full breakdown of the piece, whatever you want). Don’t hold back, I want to know anything you have to say.

Render + post:

Viewport:

(note - subsurf level is less here to save my pc from lagging, so that’s why the character and pillars are less detailed)

EDIT
I wasn’t working with this in mind previously, but this is the kind of thing I’m going for.

17 Likes

Dude this looks really cool! My only critique would be that the trees in the background aren’t affected by the bright sun ray coming from behind the golem.

Overall, this is great!

4 Likes

Looks really nice! I love the lighting. Maybe sculpt in a face to the golem.

2 Likes

You need to put this face on the Golem:
54%20pm
No but in all seriousness It looks amazing the only suggestions I can make are small things to do with lighting:


Suggestions

  • Like @xuefei123 said the lighting is a little off with the surroundings and here the lighting looks a little weird here if you look closely(imo):
    52%20pm
    06%20pm

I’ve been looking at this for ages trying to find any other problems/ things to suggest but those are the only two things I could find. It’s amazingly made! :slightly_smiling_face: :+1:

2 Likes

Thanks for the feedback!
Do you think something like this would be more fitting?

1 Like

The texturing is amazing! This, really, is a great piece. My only criticism is that if you’re going for realism the lighting should be relevant to its position, the brightness on the underside of the left arm shouldn’t really be that vivid in my opinion.

Great work!

1 Like

Thanks for the feedback!
Did you mean left as in his left arm or our left?

Sorry for the confusion, I meant the arm on the left of the thumbnail.

Oh yeah I see what you mean; looks to be a common theme in people’s comments (e.g. @Inserted_Cring3).
I’ll try and fix that in a bit. Any other areas where the lighting doesn’t match?

1 Like

Maybe around the outside of the hands, place where light wouldn’t normally reach if it was coming from the front. It really depends what you’re going for, if it’s a bright environment then, maybe, the background should be brighter?

Wow that’s a great look, very unique. Maybe make the clouds look less stormy. Unless that’s the intended look.

Just updated with a reference (@z4ayn)

1 Like

bro now this is epic!

I presume the theme you’re going for is fantasy if so than i’d say your execution is spot on with the gaming industries standards.

My only complaint would be the pathway as it just seems off in comparison… actually Instead of a pathway it resembles more of a horseshoe if anything.

Do you mean the pillars?

1, 2, skip a few, 30 characters!


This is intended to resemble a pillar? I’m rather dumbfounded as to how when the definition doesn’t match the execution:

1(b) is probably most fitting for what I’m trying to go for, although I do see what you mean in that its not a normal pillar. I added it in primarily for the sake of filling space and adding some shapes that curve towards the golem.

I love it so much, I was just confused as to where the light was coming from, I would move the light over a bit to make it more clear where the light is coming from.

Updated with all the feedback I received from all of you!

Thanks for the critiques guys, they really helped.

I am lost for words, this looks surreal, amazing and fantastic job.

One thing I’ll add is shadows and lighting. You could definitely edit them in a different program than blender but the light is mainly coming from the golem. That means the back of the man should be darker. This creates contrast and a focal point (you got that down already though). :heart::heart::heart: