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From jon@vulpecula.us:
Hmm. I didn't even notice the open crypt door and light at first. It just
doesn't draw the eye in. Maybe some volumetric lighting so the light seems to
"stream" out from the crack? 

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From rgow@lanset.com:
Good idea & good modeling. Lighting could be better; especially the light in the
crypt could be brighter, as it does not stand out.

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From thegreatbambeeno@yahoo.com:
too simple

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From hildurka@simnet.is:
Good concept. But the light need more work. The shadows should be darker to make
the image more threatening.




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From pbrasolin@yahoo.it:
You pointed on a classic theme, didn't you? Two opinions: the entrances of the
crypts are too clean and the grass look like painted metal spikes. PB

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From info@michaelscholz.de:
A classic cemetary picture. Not bad.

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From the_dark_allies@hotmail.com:

I like the concept.  Some areas to improve is to make the tree a bit more
realistic.  Also some further texturing will go a long way for this one.
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From zio_tom78@hotmail.com:
Textures need some work. I would expect the light coming from the cript to be
casted on the ground: given the image as is, it is difficult to appreciate it.
The overall composition of the scene is quite good.

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From p_chan@shaw.ca:
The modelling for the crypts is done well.  What this 
scene needs is some scattering media (or other media 
effect) to create a visible ray of light coming from the 
crypt in order to better bring out the mystery in the 
scene.

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From glenn@mccarters.net:
I did not notice the open door at first.  I think you could improve this =
by bringing the camera closer to the interesting crypt, insteaf of =
outside the cemetary.  Also, the light inside could spill out more, =
creating some shadows on the ground.  Fog effect is good.  Some of the =
textures are too bright --- on a dark foggy night, many of the objects =
should be darker than the sky.


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From file:
Lighting needs some work - I didn't realize one of the crypts was open until I
read your description. This is because the light coming out of the door is
about as intense as the ambient light everywhere else in this scene. Stone
textures are out of scale, and the grass would be better as triangle mesh
rather than the height field. Modelling is not bad.

