nice work, but the textures look a bit flat to me, it just to much "blank panel" and similar details. My suggestion is you should spend more time on surface highlight and shadow, add more element to the "blank panel", ex: nuts, bolts, sci-fi elements,... Especially text, that will make your environment look manufactured, functional and believable, and don't foget some decal to brake up the surface .
The assets individually look really nice, but I agree with Nam, its looking flat as a scene.
Some ways you could easily make it have more contrast and visual interest are as follows.
Spend more time adding specular highlights, as well as edge grunge, its coming across a bit to clean, some Shooting Range related posters would help add more color, I would also recommend playing around with bloom involving that back blue panel and the ceiling lights, also the number plates, id even tweak the number plates to be more Red/Orange to complement everything else as well and some floating scrolling Range related text with some nice bloom and Orange/Reddish Emissives.
Good looking work, keep at it!
Your basic proportions are off - the lanes are too wide, while the range is much too short. Even a pistol range will be 15m/50' long at a minimum, with 25m or 50m ranges being far more common.
Take a look at actual firing ranges, and notice the details - warning signs in each lane, warning stripes on the ground, etc. Also notice that while the lighting is bright in the actual lanes, the bullet trap at the rear is often a dark material which is in the shadows.
You have tables blocking 2 of the lanes, which is just odd.
It's unlikely that they would use a plain steel target, especially in a short range. The biggest problems is that bullets have a nasty habit of rebounding towards the shooter when they hit steel. They also don't give much immediate feedback beyond simple hit/miss. If you want to go hi-tech, you can go to holographic targets with a handy monitor in each lane, or you can assume somethings don't change much and stick with a nice two-tone paper target.
Replies
Some ways you could easily make it have more contrast and visual interest are as follows.
Spend more time adding specular highlights, as well as edge grunge, its coming across a bit to clean, some Shooting Range related posters would help add more color, I would also recommend playing around with bloom involving that back blue panel and the ceiling lights, also the number plates, id even tweak the number plates to be more Red/Orange to complement everything else as well and some floating scrolling Range related text with some nice bloom and Orange/Reddish Emissives.
Good looking work, keep at it!
Take a look at actual firing ranges, and notice the details - warning signs in each lane, warning stripes on the ground, etc. Also notice that while the lighting is bright in the actual lanes, the bullet trap at the rear is often a dark material which is in the shadows.
You have tables blocking 2 of the lanes, which is just odd.
It's unlikely that they would use a plain steel target, especially in a short range. The biggest problems is that bullets have a nasty habit of rebounding towards the shooter when they hit steel. They also don't give much immediate feedback beyond simple hit/miss. If you want to go hi-tech, you can go to holographic targets with a handy monitor in each lane, or you can assume somethings don't change much and stick with a nice two-tone paper target.