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Sci-Fi Corridor (yes, one more!)

polycounter lvl 6
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Kimon polycounter lvl 6
Been working on a Sci-Fi corridor in UDK during the last 1-2 weeks.
Perhaps not the most original piece ever, but what the heck, I wanted to try it for myself!
I know my textures are kind of weak and that's something I need to work much more on.
Any critique is welcome! Thanks!

rCbXR2W.jpg

ceO0frg.jpg

W8ZTQCT.jpg

Replies

  • RogelioD
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    RogelioD polycounter lvl 12
    The first crit that comes to mind is believable wear.

    Even a pristine, or "clean" environment has to have a believable amount of grunge and wear. Unless this shot is taken 45 minutes after construction, there is going to be a lot more detail in the Spec and Gloss map than what I'm seeing right now. Again, even if you are going for a pristine sort of look, a realistic amount of grunge and wear will take this a long ways and sort of ground it in reality a LOT more. Think about where all of the dirt and filth might accumulate on a daily basis and try to get some of those elements into your maps.

    Also, your wires also look a bit wonky and look to be deformed in an unrealistic manner.

    Lastly, I'd love to see a couple of story telling props in here. Things that answer questions like, "Who works here? What is this base used for? Are there any emergency exists? Why are there no generic sci-fi crates? Is this a good place? An evil place? Is this near earth?" Pretty much anything to tell me the story of what this is.

    Otherwise, you definitely have a great base to start out with, it just could use a little love and polish ^.^
  • cholden
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    cholden polycounter lvl 18
    The window frames being an inward extruded detail having nothing between them and space. This makes them appear more as pictures on the wall. Maybe some small exterior pieces for a scene of scale.
  • Kimon
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    Kimon polycounter lvl 6
    @RogelioD

    Totally agree. I find it really difficult to find that balance. Either my textures look like a cheap grunge textures or they just look flat and boring. Practice is the answer, i presume :)

    Saw this piece by GoSsS and was just blown away. Would love to get some private lessons from him!

    @cholden

    That's very true. Strange how blind you can get and miss such obvious stuff.
    Will defiantly look into a way of fixing that! Thanks.
  • RogelioD
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    RogelioD polycounter lvl 12
    @kimon I completely agree! And thanks for (re)finding that project! He completely NAILS the light wear and worn surfaces and it will actually help me greatly with the project I am working on. Going completely one way or the other is something I think a lot of us really struggle with, because it's not the knowledge that is the though part- its executing on that knowledge and creating something believable that is the hard part.

    If you wind up adjusting some of the maps I'd love to see an update!
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