Hello Greentoothers !
I did some times ago a modular environment for a canceled indie mobile game,
Hand painted texture and lightmaps, like the good ol' 98's pc game
I plan to put it on my portfolio ,do you have any advice or feedback ?
Cool! I think you could push the cannon textures a little more with some more contrast and edge highlights. Also you might want to de-contrast the tiling wood on the floor/walls.
The rust on the cannon appears random; try concentrating it in logical areas - along edges, on the underside of curves. You could also add some carbon residue along the edge of the muzzle.
The playfield seems rather constrained & rectangular, but it's hard to judge without knowing more about the game.
I'd expect more spill-over from the green light in the center - it doesn't seem to illuminate much other than a few distant boards.
The pipes running down the center don't make much sense.
I'm inclined to think floorboards might be a bit too high detail. They look great on the texture, albeit perhaps a bit short, but spread across the entire deck of the boat they're a little on the overly noisy side.
I think it's nice so far but there's too much black everywhere. I'd use a different colour terminator and avoid pure black pretty much everywhere. Also with your wooden texture I'd probably make the dark spaces thinner as they are kind of taking over at distance.
I think the smaller wood tiling texture is perhaps a bit too noisy in terms of detail, when it's tiled on the floor it just seems slightly too distracting.
I'd also maybe tone down the blue/purple lighting very slightly to make it more of a hue in line with night-time/moon lit lighting.
The green light coming out of the grid in the centre looks great, I like it, but it doesn't seem to spill out or have impact on the scene, maybe it could very faintly spill out over the metal grid?
It looks great! I agree with others that it's a little too dark, but I'm digging the atmosphere. You might consider rotating one or two wheels so that the texture has some more variation (the dark rust spot on the metal band sticks out and you can immediately tell that it's one texture)
Replies
The playfield seems rather constrained & rectangular, but it's hard to judge without knowing more about the game.
I'd expect more spill-over from the green light in the center - it doesn't seem to illuminate much other than a few distant boards.
The pipes running down the center don't make much sense.
I think the smaller wood tiling texture is perhaps a bit too noisy in terms of detail, when it's tiled on the floor it just seems slightly too distracting.
I'd also maybe tone down the blue/purple lighting very slightly to make it more of a hue in line with night-time/moon lit lighting.
The green light coming out of the grid in the centre looks great, I like it, but it doesn't seem to spill out or have impact on the scene, maybe it could very faintly spill out over the metal grid?
I try to fix the woodplank floor contrast right now :
About level design, yeah, it more like a test and I got used to the nonsense by trying my assets over again and again.
The metal bar was to place wood pillars, *derp*.
I will fix the lights and show you asap.