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Would you be so kind to take a look at my early stage Environment piece and give some advice?

Chavalier
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Chavalier polycounter lvl 6

Budapest inspired blind allay. I mainly worked on the Modular pieces in the last few days. It feels really empty, but I don't want to overpopulate it, I'm in a kind of hurry with this one.
Thank you in advance for any kind of idea or suggestion!

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  • MPearson
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    Hey :)

    It's looking good, by any chance are you working in Unity?

    In the final image, between where you have the spot light and the graffiti there is a noticeable seam down the middle. Now, I presume it's the same texture as the others, and I've experienced this problem before now and to fix it I had to do the following:

    Edit > Project Settings > Quality > Increase the 'Pixel Light Count' from it's default which I think is 4?


  • MPearson
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    I would also consider trying to add some moss growing between the bricks like this:

    Image result for old brick wall moss

    https://www.youtube.com/watch?v=2mcQmYQOqbk This tutorial (although it's tiles) may help, the principles are the same :)

    I would perhaps do the same around the bottom of the buildings where it intersects with the floor, like little tufts of grass ect.

    Look into using volumetric lighting/fog, like what is used in this scene:

    Image result for volumetric lighting alleyway

    https://www.youtube.com/watch?v=H5v_X1k02U0 - This tutorial may or may not help with this!

    If you are using Unity, make sure you have your scene set up for PBR materials. To do this:

    Edit > Project Settings > Player > Change color space from Gamma to Linear

    Edit > Project Settings > Quality > Disable Anti Ailiasing

    Main Camera > Untick Allow MSSA.

    and then make use of the Post Processing Stack https://assetstore.unity.com/packages/essentials/post-processing-stack-83912

    Brackey has a good tutorial for using it: https://www.youtube.com/watch?v=a0OQvWAPeuo

    Hope this is helpful! :)

    Good Luck
  • Chavalier
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    Chavalier polycounter lvl 6
    Thanks! This is actually Unreal Engine.I had lot's of issues with the lighting, connecting modualr pieces where it's flat was a really bad design mistake.I made. The brick wall on the last image is actually a one sided quad with a tesselated material. Light calculation doesn't like this kind of wild and stupid idea
    Thank you for the suggestions, I'l ldefinitely look into them!
  • MPearson
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    Ahh okay!

    Apologies, most of my advice was for Unity haha but the principles may be transferable! :pensive:

    As for extra assets to keep it clean and not over populated, but lifelike..

    Perhaps some dumpsters, bin bags (Garbage Bags), Lamposts, Cardboard Boxes, trash lying around on the floor



    https://www.artstation.com/artwork/QgL2E
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