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[UE4] Medbay Hallway

polycounter lvl 4
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gerridoo polycounter lvl 4
Hey ya'll, I recently wrapped up this small 2 week hallway scene. It was mostly an exercise in mood and lighting within Unreal. I've been working in an echo chamber so any critiques or thoughts would be highly encouraged! 

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  • gerridoo
  • kohg
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    kohg polycounter lvl 9
    Big fan of your work, love the lighting and atmosphere, the only thing i could do without is the dirt on the floor, feels a bit weird, but maybe that's just me. Also thanks for the breakdowns, they're really useful to see how you put it all together.
  • Stosh
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    Stosh polycounter lvl 4
    Everything that has been created so far looks great. The one critique I have is that you titled it a medbay hallway, but there are very few indications that it is a hallway leading to or within a medbay. There are only two signs, which when first glancing I didn't notice them. I can understand if the power is out or electrical malfunctions took place, but I'd consider both adding or brightening the signage for the medbay. If this is designed for a game, it's best to make it more obvious to the player since likely they will spend a only few seconds walking/running through that hallway.

    EDITED: Signage might not be the only way to do it, unless you don't want a hallway cluttered with medical equipment. Either way, if you didn't title it Medbay hallway, I wouldn't have thought that is what it was at this point. 
  • gerridoo
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    gerridoo polycounter lvl 4
    @kohg I felt the floor needed a bit more variation, however I probably might've been too heavy handed with the floor goo decals. Luckily that can be easily adjusted. I'm glad you enjoy the mini breakdown! 

    @Stosh That is a very fair critique and I agree, in hindsight it does appear the context of the hallway is not very clear or exaggerated and seems more like an afterthought than anything else. Thanks for your input! 
  • macoll
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    macoll polycounter lvl 14
    The props look great and i love the mood of the scene !
    What bothers me is the overall busy look, i think it comes from the floor, too busy to me. Also, i am not fan of your ceiling mesh...I think you can add a lot of details on the side but when it comes to the floor, you must take really care of the 'too busy look', it can ruin a scene imo.

    I had a look at your 'Sci-fi Armory Walkway scene' at Artstation, stellar work ;)
  • gerridoo
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    gerridoo polycounter lvl 4
    @macoll I rather enjoy the flooring but that's just my opinion. Do you think the shapes in the rubber are too busy or is it from the goo decals? 
  • macoll
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    macoll polycounter lvl 14
    I meant the shapes in the rubber indeed ;)

    Also, i'd do the albedo of the floor more clear than the albedo of the ceiling 'or' i will increase the lighting for the floor.  I made a small test to explain my feeling about your scene, look at the screenie here, i simply 180° rotate the thing :)


    I prefer this sight cause the floor is more identifiable...btw funny like the ceiling could be the floor and vice versa imo ;)

    In your previous ''stellar'' work
    Sci-fi Armory Walkway, all is clear and in place to me (and i am not talking here about the design part).

    Hope i am clear...my 2 cents ;)
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