Hi there Polycount! This is my first thread, so I'm pretty nervous.
I'm working on a modular school environment in Max to put in my demo reel. I was hoping I could get some critique to push this to the next level.
Things I'm working on:
- Adding variations to pieces (grunge, grafitti, colour differences)
- Faking the inside of classrooms with textures (currently 5-sided boxes with a gradient applied to test perspective changes
- Making the lighting more interesting
- If I have more time : water fountain, fire alarm, wrappers and garbage, locks for lockers
Tri-counts are thus:
Entire scene - 2236 tris
Modular Blank Wall - 2 tris
Modular Floor Pieces - 2 tris
Modular Ceiling Pieces - 2 tris
Modular Door Wall - 6 tris
Inside Classroom Box - 10 tris
Bulletin Board - 18 tris
Modular Lockers - 22 tris
Pillar - 30 tris
Trash Can - 860 tris
Any advice or critique would be appreciated. The demo reel is due in a week and I'd love to get these changes finished for then.
Replies
I was given this paint overlay concept by a friend and intend on incorporating as many of these elements as I can before the due date, and some over the next few weeks.
The scene seems a bit flat, especially along the lockers. If you're using a normal map, then I'd work on the edges between lockers; if not, then I'd add one.
The ceiling tiles and the lights seem very small. This image seems very close to your design; notice that the hall is ~5 tiles wide, compared to your 7, and the lights are 2 tiles wide. The metal supports between the tiles seem too thick; they should be almost flush with the tiles.
You might also want to add a glossy reflection to the floor; note in the reference that the floor is not perfectly smooth - this will give you a chance to have some fun with the normals on that surface. You can also have some fun with the gloss map, placing footprints/scuff marks exclusively in the map.
School lockers tend to be painted with a high-gloss paint (actually, in older schools, several layers of high-gloss paint), so they and the wall tiles should be shiny; again, you can paint scuffs into their gloss maps.
The windows in the doors should be partially reflective, especially if the rooms behind them are poorly lit.
The trim at the base of the walls often has a smooth fillet to prevent water from mopping from getting trapped in the crease between the floor and the wall. Lockers are typically placed just above the trim for the same reason, preventing water from leaking into the lockers.
You might also have gone a bit overboard with the number of columns - some of them seem very close together.
Currently adding a fire alarm. Next up, Water fountain and necessary changes.