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Blast Door Area - Unity.

Finally got around to light and setup this environment. Any advice and comments very welcome as usual.

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Thank you.

Replies

  • Harbinger
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    Harbinger polycounter lvl 8
    I'm really digging this enviro. Lot's of great details. Since the title of the thread is Blast Door I'm assuming that's your focal point, but I lose that in most of your screenshots. For me, my eye is drawn to the cool blue colors of the computer displays in every shot. Things are generally fairly evenly lit as well. If you did want to establish the blast door as a stronger focal point, I'd tone down the intensity of the blue screens and some of the yellow overhead lights around the periphery, and bathe the blast door in a bigger pool of warm light.
  • shiro
    Thanks for the advice. The name comes from the area of the space ship but I like the idea of getting the doors lit better as I think it's the strongest part of the model, I'll play around with that:)
  • shiro
    Quick relight shot to focus on the blast door. Thanks go to Harbringer :)

    kyKowFJ.jpg
  • unit187
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    unit187 polycounter lvl 9
    Looks very nice, especially for Unity.

    I personally liked first images without that new light by the door. There was good depth and particulary interesting separation between lit foreground and dark background. Now it is gone and it would be nice to work a little more with overall lighting if you want that door to stand out.
  • CarlK3D
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    CarlK3D polycounter lvl 7
    probably the best sci-fi environment ive ever seen in unity.
    If I was to pick at it it would be that maybe the windows don't look very transparent.
    there are a few objects that have very minor aliasing & it could use a slight DOF since the last picture is becoming a bit aliased and grainy (only in the last image). It still looks pronominal. do you have any other work? I'd love to see it
  • shiro
    Thanks guys.

    @unit187 Thanks a lot, I'll keep working on that focal point definition later on.

    @ClarK3D Wow that's a nice thing to hear :) You can check out my blog at http://michalkozlowski3d.blogspot.co.uk/ or portfolio at michalkozlowski.dunked.com
  • Shrike
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    Shrike interpolator
    It looks good so far, but it is really noisy, theres too much detail on the ground but its not too bad. What i see are the weakest point is texturing and colors. While the textures look fine, some essential parts really miss out on edge wear, which makes the individual parts not stand out enough from the other parts, making them not very defined and noisy. (like those rounded rectangle frames on the left, or the red frame, or that brown pipe in the middle top (Etc)

    What is also an issue are the color sheme. The first thing is that you use both kinds of yellow the same time, which is nearly never appropriate. Warm yellow can be used with nearly every color, while cold yellow (black pipes, left) is really limited
    and rarely fits in a sheme (also cut the magenta lights and make them red)


    Also you use a pretty warm sheme overall, the red the warm yellows, the brown / yellow tinted ground and wall textures, that looks good, but the blue does not fit.

    I think if you made them a warm green, it would work very well.
    That compliments the warm tones and the blue just dosnt work with the rest

    Quick paintover
    https://hostr.co/file/nvFOuHhmBnu1/sss.png

    Edit: Oh sorry, just changed the blue, the yellows and reds are still the same

    You could also take the other route and make it colder and cut the reds, but imo its easier and better with green

    Do you use shader forge ?

    Also its hard to tell, but you can easily use higher res textures, especially if going for portfolio work


    Keep it up ; )
  • chrisavigni
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    chrisavigni polycounter lvl 12
    Great scene. It really doesn´t look Unity. Shrike is right: looks too noise, you could tone it down a little, specially above the door.
    Well done! And great stuff on your blog! Keep it up!
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