===== From jminner@sc.rr.com: did i just smoke a bunch of pot? this is freaky as hell, but i love it. ===== From ph.gibone@wanadoo.fr: Nice idea, good making ===== From rgow@lanset.com: Very impressive! Excellent lighting, modelling & texturing. One of my favorites. ===== From pmccombs@xmission.com: Favorite so far. ===== From winters_pieter@hotmail.com: I really like it ===== From marlo.steed@uleth.ca: Conceptually it didn't do much for me but the artistic and technical merit is high. Nicely done. ===== From kingofmycastle@gmx.net: This is a very nice interpretation. I like the texturing. In this picture my most favorite is the tower in the background and the hovering balls with the cable or what it is supposed to be. I also like the little ball which hovers above the nice landscape in the far distance. ===== From kevinq2000@yahoo.com: The foggy background adds a lot to this image ===== From hildurka@simnet.is: Great concept. Lot_s of interesting details in this scene. The overall lighting is great. Great work! ===== From 25ct@lineone.net: Fascinating image - I stared at it for ages, and I think that's the idea? ===== From p.gibellini@teinos.com: A great homage to surrealism! ;-) ===== From intertek@one.net: You have two styles in the same image. The chess pieces are very = cartoony - like the one-eyed monsters from the Simpson's while the rest = of the image is very classical and majestic. I don't think the mixing of = these, in this case, is helping either style. Don't get me wrong Chano, = I like big, bloodshot eyeballs as much as the next guy (see my image). = It's like two singers singing different songs. Just take the chess = pieces out of this image and put them in their own you'll have two good = images. I really like the landscape, floating lamps, and the weird tower. The = lighting, fog, and sky are nice also. The foreground architecture is = less believable because the textures are not quite right. I think you = should reduce the height of the bump maps and think about using = non-tiled bitmaps at lease for color. By using bitmaps you can adjust = the color of objects relative to the geometry. For example the color of = the top of the wall might be different than the color of the wall near = the ledge above the arches. Surfaces that are exposed to the weather = will be just a bit different than those protected areas. Also dirt = builds up in indentations. And stains, such as from rusting metal, bird = droppings, splattered mud are also things that are hard to do with = procedural maps alone. If carefully done, these maps can ad a surprising = level of believability. If you examine the analog world you will be = surprised at how dirty it is! But somehow it seems natural. You can add = dirt to your buildings without making them look dirty - they just look = natural. -- Michael ===== From shay@simcoparts.com: This picture is attractive. I personally, have seen more than I would care to of chess pictures. ===== From file: I would say that this is the best idea in the competition, although personally, I think that some of the textures look too bumpy (those floating light spheres). But the idea is certainly the best in the competition and should win the originality award or come in the top 3. It's that good. ===== From file: actually, you can crown a pawn and have a 2nd queen Notable for originality, lighting