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From jay@map.com:
I think the scene would benefit from more indirect and less intense lighting.
The highlights on the walls are far to "tight" for lights that appear to be
across the room.

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From cgallego@nordnet.fr:
... Please, take care of lights...

http://home.nordnet.fr/~cgallego


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From tiger@mgl.ca:
I've marked this low, to be fair to other images, but will provide some
constructive comments to make up for it.
This image is pretty simple but seems to incorporate a lot of good ideas.
Object
detail pretty much universally could use enhancement. Blocky chairs and tables
are too recognisable as such. Ideas to makes these items more believable
are using rounded corners and edges (possible with CSGs or sweep tools), making
more 'ornate' legs by using a cylindrical sweep or modifying a cylinder, and
careful wood textures can do alot.
Most of your textures in this image are a bit too harsh. Colours are too bright
and the marbly textures are too distinct, they should be a bit more subdued.
This image has a touch of surreality to it, aided by the fact that there are
no apparent shadows on a floor that looks like water.
I think one of the most important things to learn with modelling is attention
to detail. Object detail is important, and the right texture and lighting
can be murder to find, but it makes or breaks an image.
Finally, some words of encouragement.. despite the flaws I have pointed out
and suggestions I have offered, no doubt this scene was a learning experience
and will help build skills and confidence for the next one.. so, don't give up.
You should have seen some of my early traces. :)


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From gpig@prometheus.hol.gr:
I think you should try using a ray-tracer for the creation of refractive
objects. I use 3DStudio as well, and as far as I Know, when it comes
to transparency, it is the most unsuitable tool. Why don't you use 
POV-RAY ? It is by far the best.


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From ucoakc00@mcl.ucsb.edu:
Your furniture needs work. The width of the legs seem our of proportion.


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From rea@st-and.ac.uk:
The objects are not that bad, but the lighting makes them look `stuck' to
the background.

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From mwhite@redshift.com:
I really like this trace as it shows some really unusual textures.  Another
thing that I really like is how he listed exactly what he used. 

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From wyvern@u.washington.edu:
Very few of us are professionals.  That's what makes the compition fun! <Grin>

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From jmills@stic.net:
some sort-of wierd lighting thing goin' on here! I dig the water distortions.

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From bsieker@techfak.uni-bielefeld.de:
Gimme a break. Another example of stupid non-refracting 3DS-"glass".
I thought 3DS4 and/or Max could do raytracing. Please use it at least
for glass. I would have preferred shadows at least.

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From lpurple@netcom.com:
It would look much nicer if you added shadows, and maybe got rid of the
"triangle" post to move the window there, at the center. Otherwise, that
corner is too busy, with the table AND window AND vase, etc. The shiny
floor is okay, but it ought to reflect the table and chairs then.

