I have recently finished a personal environment scene created using 3ds Max, Photoshop, UDK (First time) and xNormal. I wanted to post it up on Polycount to have the chance for more people to see it and to give me any advice that I can use for my future environment pieces.
I had a rough concept in my head of a hospital room where the patient has been attacked in their bed by someone (Or something). They have then been dragged out of the room, down the corridor and out of view. The entire level used six textures (3x 2048*, 2x 1024* and 1x 512*), features 19 unique meshes, various decals and is made up of 19,593 tris. This piece took me between 10-12 weeks in my spare time, creating everything in the scene myself from scratch.
I agree with Chillydog, lighting could use some work and the door is really bugging me because it just looks like it had a texture from cgtextures just slapped on it.
the other thing that bugs me a bit is the scale. Everything seems almost squished like I would be almost hitting the ceiling if I stood in the room.
No need to go back and fix these things just remember those things on the next project you work on. Keep on working!
@Chillydog12345 - Thanks. I should have mentioned I was going for night lighting in the hospital, where they dim all the lights. Lighting isn't my strongest point yet though, so can definitely be better. Practice, practice, practice.
@biofrost - The scale could have been a little better. It isn't too bad in-game. I took these screenshots from the corners of the ceiling, so it is probably making that feeling intensified? Will work on it for next project.
Keep going man!
I think that the spec and reflections in your floor and walls could use some work. I also agree with everyone on the lighting. I do like that you're giving the space some sort of visual story telling.
You have done very well here. The one crit i would have is lack of texture, which i know can be extremely difficult in such a sterile environment. Judging by your description however, texture budgeting appears to be the point, and with that in mind - good job!
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the other thing that bugs me a bit is the scale. Everything seems almost squished like I would be almost hitting the ceiling if I stood in the room.
No need to go back and fix these things just remember those things on the next project you work on. Keep on working!
@biofrost - The scale could have been a little better. It isn't too bad in-game. I took these screenshots from the corners of the ceiling, so it is probably making that feeling intensified? Will work on it for next project.
I think that the spec and reflections in your floor and walls could use some work. I also agree with everyone on the lighting. I do like that you're giving the space some sort of visual story telling.