May Live Critiques - Submit Your Blender Art!

Kent Trammell

This May, all Blender Live Events will be dedicated to community critiques. That means each week in May we will select a handful of Citizen Pro members' Blender projects to critique live during a stream.

If you would like the focused eyes and insight of Kent and Jonathan Lampel to help push your Blender Art to the next level, please submit one of your projects to this thread. Both of us specialize in modeling, texturing, shading, and lighting of which we're most apt to critique. But I'm confident I could convince Wayne Dixon to guest-host an animation critique if we get interest in that.

Instructions for Submission:

NOTE: All active Citizen members have access to watch these live critique sessions and submit art to be critiqued in this thread.

  1. Post an image or embed a video to this thread representing your Blender Project for critique.
    • Optionally, if you have multiple images, post a link to your project on cgcookie.com.
  2. IMPORTANT: Please provide context for the project with a description that gives us an idea of what you're trying to achieve.
    • "I'm going for realism but something feels off and you don't know what..."
    • "I'd like to match the style of ______. What should I do to get there?" 
  • Brandon Ruffin(bruffin095) replied

    williamatics

    Oh thank you! I appreciate that!

  • galledark (galledark) replied

    williamatics Glad to know i'm not the only one to do this ^^

  • Aaron Rudderham(thecabbagedetective) replied

    @jlampel Gonna have fun merging that playlist into mine, can never get enough Muse.

  • Simon Buz(svetimas) replied

    Hello, I was doing homework for modeling a house exercise. My goal was to be as close to photo realistic result as I  can be but last critique session is coming so fast... I know I have problems with shaders like glass and roof and need more stuff to appear the environment more livable. At the moment I would like to get critique on composition/camera especially as I took for my project very wide plan of a house and I am forced to make very wide renders witch, to my eyes, are not the best thing but if I go to more square renders I get a lot of free space below/above the model and this feels not right too.

    Thanks for advices!

  • Leonardi Caraballo(leonardi) replied

    This is great, let me see if I can finish my animation exercise for this critique live event :) 

  • Carolyn Perez Hemphill(rostzwiebel) replied

    I was going for a Disney meets High Fashion look. Basically something appealing but also "unique".

    I'd like to work in the Industry one day,  so a honest critique is very welcome!! :)

    (the link to my project also has a mini turnaround animation)https://cgcookie.com/u/rostzwiebel/projects/02-character

    (and here is just the sculpt) https://cgcookie.com/u/rostzwiebel/projects/character-02

  • Kent Trammell replied

    pphilhanson What Bauke Post said!

  • Char Hunter(Char) replied

    Here's my entry for critiquing.  I'm going for realism with the chair.  I threw this together at the last minute.  I actually wanted to put it in an outdoor scene.  I'll do that later.  I know the lighting is horrible, but I'll get better with that.  

  • William Miller(williamatics) replied

    @charmn-one I would not want to sit in that chair; it looks extremely uncomfortable.

  • Daphne Lameris(daphne2) replied

    A friend was talking about the flowers she picked for her wedding yesterday and I got inspired and made this image. It is peony jewelry, a set of earrings and a pendant ready for 3D printing. My goal with the image is to display the jewelry in an attractive and realistic way. I'm happy with how the image turned out, but not that happy about the jewelry itself due to the required minimal wall thickness for printing. Or as my boyfriend told me after the first version: 'it could also be lettuce'. 

  • Kent Trammell replied

    Due to the volume of submissions over the past week, we've added another critique stream this month! See you tomorrow and Thursday 🤓

  • William Miller(williamatics) replied

    I am planning on entering the "Goo Monsters" Weekly CG Challenge.  Naturally, I decided to try to make a realistic goo material before I started working on my entry.  I would like some advice about the material.

    I used a mix between a subsurface scattering shader and a refraction shader.  Suzanne has a displacement modifier with a cloud texture.

  • plasmavoyage replied

    Really nice stream again!

    Just the chat went a little bit crazy this time, maybe that can be toned down a bit next time, lol :)

    Thanks for the critique, really helped me out there. And like I said in the chat, next time I post something in here, it'll blow you off your seats! :D

  • Kent Trammell replied

    @elensanima I still need to go back and see what transpired in the chat lol. Glad to hear the crit helped! Thanks for sharing your work with us. I look forward to another submission next time we do crits 🤘

  • anatoli Kolossov(anatolio) replied

    Hello guys, i made witch so now i need some feedback =)

    I made this character after i did some tuttorials and wanted do something my self.

  • Cody Winchester(codywinch) replied

    Hello everyone. Hopefully this isn't too late to post for the next stream.

    This is a WIP from the Stylized Character Class. I only completed the first week before I got wrapped up in other work. I haven't touched the render since then. This is a caricature of Ian McKellen and Patrick Stewart. I feel that McKellen captures the likeness and caricature better than Stewart, but am unsure of what I can do to make it better. I would like a critique on pretty much any aspect you think could be improved, but I feel my weaknesses are in the areas after the modeling and sculpting is done (texturing, lighting, shading) When working on these I have the idea of stylizing the shapes but somewhat realistic in the details. In the vein of Guzz Soares work https://www.artstation.com/guzz

    Anyway hopefully this was in time and it makes into the next stream.


    Oh and I just got done watching the last stream. @theluthier and @jlampel you were saying how the Principled shader doesn't have a scale value. A way to get a scale value is to use multiply the Subsurface Radius values. What you can do is hook up an external Combine XYZ node to the subsurface radius and put a math node with multiply in between to act as the scale. Not that great of a solution but I believe it works.

  • Jonathan Lampel replied


    ccodywinch Nice! I'm looking forward to talking about these later today. 

    To clear up the SSS thing, the Principled shader's subsurface value is the scale, and a scale of 0 is just diffuse. 



  • Kent Trammell replied

    @jlampel I'm still slightly skeptical. Could you do this same test with a color value in the diffuse slot of principled? Since the SSS node doesn't have a diffuse value, it's unclear to me how they could truly be 100% the same. I don't doubt that scale is incorporated in the principled SSS but to what degree is my question.

  • William Miller(williamatics) replied

    This is what I got after I applied your advice.

  • Jonathan Lampel replied

    @theluthier Sure thing, it looks about the same if you use the same color in both the diffuse and subsurface slots:


    And one on how scale is different than straight mixing with diffuse (like someone suggested on Twitter):