This is my first environment using UE4 since moving on from UDK. I have reach the point where I am happy with it enough to show on here. I would like to ask for feedback to fix or change any issues before I upload this to my portfolio. Don't be shy. Any feedback you can provide be it positive or constructive will be greatly appreciated!
Nice room, I like the global mood. I really love this old Singer sewing machine!
Maybe you could try to decrease the normal of your wooden floor and unify the roughness a little bit just to make it less noisy, right now it looks like a bad quality wood imitation floor (which actually exists since I have one just under my feet right now). Well in the end, it all depends on what you try to achieve.
I have a little problem with the lighting, the lamp plus the outdoor lighting are probably too much. It seems that the light is bouncing everywhere and the result is a little bit too flat and yellowish. Decreasing the lighting a little could improve the visibility of your assets (especially your gorgeous sewing machine )
+1 on the scale being off. Doors feel like they are a little too short and perhaps a little too thick, height of the door knobs is too low, size of the books (too big) and size of the paper drawings on the wall (also too big). The chair also looks a little too big, I don't think you could sit on it and have your legs fit under the table.
It would be easier to see the problem if you were to place a character into the scene (just for reference) and see how things compare. Also if you used references, post them.
The lighting looks pretty good, bloom is a bit too much. The lamp and the windows are going supernova in some of the screenshots. Overall it feels fairly natural, however it's a little too even across the scene and doesn't help establish a strong focal point (if you are into that kinda thing).
The normal micro detail/bump on the wallpaper looks a little too strong, but I think that's mostly because all your wooden surfaces are really smooth. There are some really good examples in U4 already, for both new and worn wooden floors. I think you will be surprised how much work the roughness map does while the normal map is mainly used for the crevices between the planks.
Thanks guys. Yes, I do agree with you on the lighting being too even. I'll begin addressing your suggestions and upload some more pictures showing my progress. Thanks again for your input so far. Please continue to list anything you feel could improve the scene.
Two things I forgot to add. The big blood splat on the bed looks like it was meant to be used at a much smaller scale. You can see individual blood drop splatters and they are the size of my fist. You should try to make a bloody mess out of many individual splatters used at a much smaller scale. You also need to take into account how blood looks like when soaked into a cloth material.
The blood splatters on the floor need a much bigger variety. It looks like the same splatter texture was used over a dozen times.
Also do you have a scenario in mind? Did someone got shot, walked in the room and bled out on the bed?
Nice one. I guess you get the feeling of murder's room but the point light of the lamp is a little bit to much seen. Maybe if you get an orangish color which make it older and decrease the intensity you'll be able to get a more realistic and sweety picture.
But it's a nice job by the way keep this up.
Hey Guys. Here with an update and new screenshots. I've address some of you feedback and I feel its been for the better.
One of the biggest changes is to the events in the visual story. (Thanks to Bedrock for pointing this out).
Looking back to what I had before (in particular the open window, torn curtains and distribution of blood) I feel I made the events in the room too complicated and confusing. As such I invented a more simpler scenario in my head and made changes to better represent it.
I'm uploading this to my portfolio instead of sitting on it but by all means please continue to leave feedback and comment with your thoughts.
Replies
Maybe you could try to decrease the normal of your wooden floor and unify the roughness a little bit just to make it less noisy, right now it looks like a bad quality wood imitation floor (which actually exists since I have one just under my feet right now). Well in the end, it all depends on what you try to achieve.
I have a little problem with the lighting, the lamp plus the outdoor lighting are probably too much. It seems that the light is bouncing everywhere and the result is a little bit too flat and yellowish. Decreasing the lighting a little could improve the visibility of your assets (especially your gorgeous sewing machine )
+1 on the scale being off. Doors feel like they are a little too short and perhaps a little too thick, height of the door knobs is too low, size of the books (too big) and size of the paper drawings on the wall (also too big). The chair also looks a little too big, I don't think you could sit on it and have your legs fit under the table.
It would be easier to see the problem if you were to place a character into the scene (just for reference) and see how things compare. Also if you used references, post them.
The lighting looks pretty good, bloom is a bit too much. The lamp and the windows are going supernova in some of the screenshots. Overall it feels fairly natural, however it's a little too even across the scene and doesn't help establish a strong focal point (if you are into that kinda thing).
The normal micro detail/bump on the wallpaper looks a little too strong, but I think that's mostly because all your wooden surfaces are really smooth. There are some really good examples in U4 already, for both new and worn wooden floors. I think you will be surprised how much work the roughness map does while the normal map is mainly used for the crevices between the planks.
The blood splatters on the floor need a much bigger variety. It looks like the same splatter texture was used over a dozen times.
Also do you have a scenario in mind? Did someone got shot, walked in the room and bled out on the bed?
But it's a nice job by the way keep this up.
One of the biggest changes is to the events in the visual story. (Thanks to Bedrock for pointing this out).
Looking back to what I had before (in particular the open window, torn curtains and distribution of blood) I feel I made the events in the room too complicated and confusing. As such I invented a more simpler scenario in my head and made changes to better represent it.
I'm uploading this to my portfolio instead of sitting on it but by all means please continue to leave feedback and comment with your thoughts.
Thanks again for all the feedback so far!!