Thanks for the critique. I appreciate the feedback on what I can do to improve the shots. You up for another one? I'd like your feedback on this one that I posted last year in December. Ended up posting it in the wrong section of the forum but here's the link to the thread
http://www.indietalk.com/showthread.php?t=51460
Yeah sure, Didn't see this until now. but lets give it a try...
Right off the bat the first shot at 0:29 doesn't really hold up texture wise. Needs higher resolution to work well.... Shot feels a bit blue-ish, might want to grade it a bit more realistic. Also, a sharp reflection on the helmet might work perfectly to distract from the not-so-great texture resolution.
Second shot at :39, same thing. Reflections int he windows would add to the scene. Composition isn't really optimal as well. I really like superman in this shot, but the background could be framed better.
Third shot... not sure what's going on with all the dust particles everywhere.... Also not sure why the left side is so dark? Are you trying to imitate a spotlight? In that case you really need to work with volume scattering, not do it this way. It looks funkay.
The top lighting is very scenic but it feels there would be more ambient lighting in the shadow areas. Not a big fan of the background here and the way its lit. It feels like the concrete-like-textured background is not rendered as part of the super-man scene, but comped in from an image... I do really like the look of the dust-buster-like-object in the right bottom though. Thats some good shit.
As far as the spiderman look goes: He's got so many holes that you kinda lose focus. I think i'd be more efficient to have a few holes with a lot of blood/dust eroding from them. Make it less, but make whats there more gore-y.
shot at 0:58 has one of the best (and simplest) backgrounds so far. Foreground is suffers from very dull lighting. Although it can't save it, proper reflection could really distract from the dull lighting, but your helmet would really need some solid specular/reflection maps for that to work.
The next few shots of the release are really well done (I'm just not a big fan of the huge lens flares, but thats personal i guess). In the first shot the smoke feels like it lacks green on the side, while being more greenish in the middle. You should check your green levels there.
shot at 1:08 is kinda confusing. You're expecting the earth to be blue because it has been in all shots and then you get this totally different earth which is black and white and with a lot of lights. Doesn't really work, and if there's so much shit going in the foreground, it would be faaaar more defocused. I would simplly go with the previously used blue earth and keep the shot simpler. More focused. Smoke is cool though, props for that.
The shot at 1:24 is amazing, but the camera move is waaay too fast. Slow that shit down. Make a nice dramatic camera move.
The shot at 1:41.... The eye should be focused on the spacecraft, but the city lights distract. It feels fake. Look at references. The lights wouldn't be so strong from this distance, and probably cover a bigger area. However, I would consider leaving them out alltogether.
Closing shot is very nice. Couple things: You can feel that the sky is fake. You should try projecting various clouds on cards and creating a realistic sky that way. It looks good the way it is, but you can just feel the movement is off, and lacks threedimensionality.
The final explosion needs a lot of tweaking colorwise. First off the ground wouldn't be so dark with the rather light sky that you've got going on. Secondly your smoke is very grey for the blue-ish light that it would be lit with that comes from the clouds. Finall your explosion is very blown out. Id opt for a more detailed explosion but work with a longer glow or subtle godray effect. Finally, id opt for a slightly heavier camera shake on impact.
Hope that helps again
