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From tek@evilsuperbrain.com:
Very nice image, great lighting, modelling, and textures. I like the concept
too, grim though it is. The shadows are really nice throughout.

The only thing I can find to criticise is that the overall effect isn't very
realistic. All the objects apart from the spilt wine look like basic
mathematical shapes (it doesn't matter whether or not they are, it's the fact
that they -look- like that). I'd suggest trying to either deform objects
slightly (e.g. make it so the chair looks well used) or if you want to stick
with simple CSG then just arrange things so they don't line up perfectly. I've
seen Gilles do it in a lot of his pictures to good effect.

On the whole though, another great image from you :)

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From maarten_hofman@hotmail.com:
I like the way the liquid is on the table, and I know the problems with lamp
shades, and I wouldn't have minded if that problem had persisted and some more
work would've been made to make the room look "lived in".

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From ojamies@cs.helsinki.fi:
I have mad same fight with lamps, I think  I will next try interior media or
something. I have nothing good yet.

Your vine looks more like thick juice, it lacks the dramatic redness. I think
one of the glasses is partly inside the board. Radiosity light is great.
=====
From :

This is a good one.  Has a nice soft cartoony feel, yet gets the story across
right to the point.  The main problem with this image I believe is the size. 
Many irtc viewers must scroll around to view the entire picture, thus they
never see what it looks like at face value..
=====
From novotek@web.de:
very nice details and shadow casting (good texture work - the comments and
criticisms of your friends have done well) - you forgot the edge to the walls
on the carpet. sorry... ;)

=====
From ruy@hipernet.com.br:
I love the couch. The bottle and glass could have used some more work.

One question: if everything is set, where is the guy? Would he bother to take a
leak befor blowing his brains out?

=====
From jpgargoyle@sapo.pt:
Nice picture with lots of detail.
Best regards.

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From dapigg2000@yahoo.com:
The ever-loved `Dear John' letter. It leaves alot to wondered. It's a good, deep
pic.
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From cfusner@enter.net:
A well chosen use of a tragic touch. My favorite scenes this round have been
those that have tried to show the implications that loneliness has.
As for the lamp shade problem, I offer this for what it's worth. Maybe you
have already tried it, but if you are using POV 3.5, you might get what
you want by using the "projected_through" keyword on a dimmer fill light
located at the same point as your main light. Just this amount of extra
light will pass through the lamp shade, without the lamp shade needing
to be made transparent for it to work.

=====
From suso@suso.org:
  Nice scene, but where is the guy lying dead on the floor?  Wouldn't he still
 have the gun in his hand?  I like how you included the vent on the wall,
that's
 something that I rarely see in pictures with modern interior walls.


=====
From rclee@oklahoma.net:
Great textures and good lighting.

=====
From glenn@mccarters.net:
19 hours to render on a 1.4 GHz machine?  Must be a combination of area =
light, antialiasing, and radiosity, eh?  Good scene that does (almost) =
tell a story.  (Frankly, I can't quite think of a sequence of events =
that would leave these particular objects on the table).  Colors and =
textures are nice.  Fine work overall.
Flaws?  A few.  The lamp seems absurdly thin and tall.  Won't the =
slightest breeze knock it over?  The green glass texture is too dull and =
milky.  The baseboard is missing.  So is the label info.

=====
From bill@apocalypse.org:
I could just barely make out some of the note, "I hope we can remain 
friends"  argh!  Nice work.

=====
From jamesrskemp@eml.cc:
I think the scene does a good job of telling a story (FYI)...

=====
From p_chan@shaw.ca:
I'm not happy with the lampshade either, so here's a 
creative and untested idea that might solve your 
solutions.  Have a visible lampshade with the 
no_shadow keyword, with a fairly ambient texture.  This 
is what the camera will see.  Then, to block light, create 
an invisible lampshade, either fitting inside the first 
lampshade or using the no_object keyword.  Another 
idea (also untested) that I just came up would be to use 
different internal and external textures, with the internal 
texture letting light through, while the external one is 
solid.
Anyways, back to the rest of the image...  The detail of 
the objects in the room is excellent.  I agree that the 
chair could use some work (I have no bright ideas here 
:), but it is an improvement over some of your other 
furniture which I have seen.  The one thing that stands 
out as looking somewhat odd in the scene is the wine.  
While the spilled wine looks fine, the wine in the glass 
seems to me more like a solid than a liquid.

=====
From patrick@sypa.net:
Wow great room. I love your textures and the ambience.

=====
From jl@artcom-gmbh.de:
Nice modeling of the room.

=====
From clem@dhol.org:
The impersonal distant view with the note and gun out of 
the main eye path hurtrs this image.  That lamp shade 
makes me want to reach for uv proof goggles.

