Hey guys, my first proper thread on Polycount. I'm doing an environment based off the concept of a diner I found, and it's my first proper environment. Here's the concept:
and here is my progress so far:
http://prntscr.com/1f2z9n
Tear me apart as I need some advice on where to go with this! I know it's WIP but I want it to look good at the end.
Replies
Now all I have left to do is polish up the textures, finish a couple more and then make some clutter to bring it to life.
Couple of crits if you want to follow closely the concept :
- There's more lights on top of the bar, it seems a bit strange on yours with so few of them.
- Your Espresso sign seem to be using a bigger size font for some letters. It's the same size for all letters in the concept.
- The shutter/grid below this Espresso sign is bigger in the concept.
- You see most of the windows in the concept, you've got all of them with shutter on.
- The light bulbs on top of the tables are maybe a bit big. Hard to say with this concept though.
For some personal comments, I would say your scene has some light problems. You have lots of very dark zones, especially in the last update. Are you using lightmass with lightmaps ? Right now it's more light or darkness with very little gradients.
Also you got some very saturated lights with very different colors. Try to reduce the saturation, that will make them blend together with the environment more easily.
And lastly, you need a bit more light direction. Right now, I don't really know where your lights are coming from. The real big lamps in your scene are the ones on top of the table yet I don't see much light from them. If you look at the concept, you can clearly see the yellow light coming from them.
Keep it up.
Today's update. I fixed the issues Madwish flagged up, and added some extra detail, such as rain dripping down the windows outside. I also tweaked the lighting and reduced the density of shaded areas, and sharpened up some of the textures.
Have another shot. I'm not sure whether to call this done or add more to it, so crit away.