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www.martinstranka.com [link]
meet me on facebook [link]
My gallery is Copyright ©2007 Martin Stranka. All rights reserved.
All the materials contained in my DeviantART gallery may not be reproduced, copied, edited, published, transmitted or uploaded in any way without my written permission. My images do not belong to the public domain.
Please read the Etiquette Policy and respect it!
Modifying, tubing, cropping, using it for letters or stationeries, copyrighting, stealing my work is not only against the law but unethical.
Altering or using without express written permission is stealing
meet me on facebook [link]
My gallery is Copyright ©2007 Martin Stranka. All rights reserved.
All the materials contained in my DeviantART gallery may not be reproduced, copied, edited, published, transmitted or uploaded in any way without my written permission. My images do not belong to the public domain.
Please read the Etiquette Policy and respect it!
Modifying, tubing, cropping, using it for letters or stationeries, copyrighting, stealing my work is not only against the law but unethical.
Altering or using without express written permission is stealing
Image size
700x700px 166.16 KB
© 2010 - 2024 MartinStranka
Comments376
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Overall
Vision
Originality
Technique
Impact
The position of the model is incredible, due to the fact that it almost looks inhuman in that very few people could stand like that for very long- in such an unnatural pose. The pose lends its beauty to balance the horizontal composition within the square.
The color scheme is pretty well done, the yellow is too bright in the background and almost not the right color of yellow.
The concept itself is creative, and the way you went about it was different. I have a criticism about the way you did it though: the circular bokeh in the background breaks the purposeful making of bokeh inside the camera, only a cheap camera would produce a bokeh that perfectly circular and hard edged, and it looks placed there, it also has banding in it. To improve the banding you should do several things: work in a format that condenses less than a jpeg, like a 16 bitt tiff. You should add noise or texture to match the roughness of the ground to it, not necessarily 100% as rough, but enough to soften the glaring faux bokeh.