When hoevelkamp releases a new deviation you can be always sure to see a piece full of realism and details. Problem with this expectaions arrives when the piece actually has completely different bright aspects and the before mentioned advantages are pushed aside.
Hades is a brave attempt to mix quite a number of space elements - which is admirable. The realization of it, though, might need some improvements. But let's start with that bright side!
The gradient of colors used for the background is always a challenge. And a big one when we mix cold with warm colors. To achieve a nice outcome - one must be sure not to create sharp color transitions or some nasty color combinations (as I always say - green and red belong on Portugese national flag and not into one spacescape) - hoevelkamp managed to create a nice background with realistic coloring. This element is further supported by awesome starfield - the starfield itself is probably the most successful part of the image - the ideal combination of small noise stars, bigger giants and even some tiny nebulae and star clusters found their way into the image without making an overlaboured mess.
This mess, though, is a bit more obvious with the main objects of the image. To be more precise - composition is all right but the lighting and coloring of the planet/asteroids/ship just doesn't fit together. There is kinda good job done on the ring and no-one will whine over the planet either. The asteroids, though, lack any attempt to fit them into the image - prime role in this picture is performed by the warm light emanated from the sun which is absolutely omitted by the asteroids. They just came by from another picture. The same can be told about the ship. Where planet is illuminated pretty obviously, ship and asteroids should be as well. And since these objects fill 1/3 of the picture - it's a big blow to the image and atmosphere. Another nitpick is about the scorched planet effect - the texture is not quality enough on the north and south pole of the planet and it's kinda stretched too much. There are a few of other minor glitches that bring this image further down (engine flares/traces with different lengths, ship itself could use some PS postwork) but are not as important as the overal lighting mess caused by imported 3D objects. In short - 2D part is OK, 3D part failed. And since the 3D part covers a big part of the picture, it affects the whole image pretty much.