===== From rich@brickbots.com: This is a great idea, but there are a lot of little things that could really help improve this image. Work from the big issues to the small ones. Composition first, then light/dark areas (which is really composition as well) then modeling, then textures, then the mini-details. At each stage do lots of renders. For instance, with no textures and only black/white render your image. It is appealing? Even before this, just block it in with primitives and play with how the space is filled, how the light falls, negative space, etc. Then put more detailed models in, then textures and such. You composition is not bad, and has some depth with the trees receading in the distance, but it needs more attention to light/dark. Try using the full range of light and dark in your images. If you take your image into your prefered image editing program and increase the contrast I think you will see immediately how much more pleasing the image becomes. The trees will seperate into foreground and background and you will start getting nice pools of light and dark. Reflections are tricky, and it is almost always better to have to little than too much. In this case, they are just too much. The barrel looks like quicksilver and the lights pick up a lot of the environment. The window is fine, and the crack in the corner is a nice touch, but it would have been great for the inside of the building to be black so you can really see the crack there. After you clean up the lighting and really work on the pattern of light and dark, start refining your modeling a bit. It's the details that really matter, like where the building meets the stonework. The building could go all the way down and the stones would be cut/set against the wall. I think the stones could probably do with eing half that hight as well, which would also help hide the very linear edges. Then work on your textures a bit, watch the repitition in your procedural textures and try to work some wear or weathering into your textures. For extra realism, build your objects the way peope would. For instance the window frame. It would be several pieces of wood, all with grain running down their length. ===== From hildurka@simnet.is: Nice image, I like the light and the general atmosphere. Good work. ===== From dungbeatle@mail.tds.net: Image looks a bit like watercolor. Seems to lack detail. ===== From simon_smith@zen.co.uk: The fog is a barely perceptible component of the scene. The oildrum is too shiny, as well. The two lights are very good, and I also quite like the paving - although they probably ought to have the pointing done :-) ===== From file: very cool fog theme. I like how it creeps past the trees and is lit by the moon. pretty realistic, but grainy in an unrealistic way. perhaps take another look at a broken window; something isn't quite right. I really like the shiny, stainless steel drum. Notable for composition, lighting