Hi all. This is my first post on polycount. This is a 3d environment I modeled in 3ds max and brought into UDK. I will show my reference picture and a shot of what I have in UDK so far. Please let me know what you think
You're on the right track with lighting. Try and look into getting that floor glossy and reflective, as that's the biggest thing I see missing from the concept. Also, get some chairs/sofas in those back rooms behind the curtains. I'd also say you cold give more geo to your props. The hanging lights are pretty lo res/segmented looking and plain. I know unreal's FOV is a bit extreme, but I think you'e still got some scaling issued as well. Glowy orange lights should be bigger and more noticeable. The XXX sign reads really flat. Instead of making it a card, model that shit out for some depth. Should look much better.
Keep pushing this closer to the concept and up-resing your art and it could turn out great!
Also, get active in the community. The more you're seen around critiquing and trying, the more activity you'll get. Good luck!
Replies
You're on the right track with lighting. Try and look into getting that floor glossy and reflective, as that's the biggest thing I see missing from the concept. Also, get some chairs/sofas in those back rooms behind the curtains. I'd also say you cold give more geo to your props. The hanging lights are pretty lo res/segmented looking and plain. I know unreal's FOV is a bit extreme, but I think you'e still got some scaling issued as well. Glowy orange lights should be bigger and more noticeable. The XXX sign reads really flat. Instead of making it a card, model that shit out for some depth. Should look much better.
Keep pushing this closer to the concept and up-resing your art and it could turn out great!
Also, get active in the community. The more you're seen around critiquing and trying, the more activity you'll get. Good luck!