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[Unity-WIP] Environment project, looking for advice and feedback

serg2712
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serg2712 null
Hello Polycount-Members!
First of all, I am very thankful for this site because I really learned a lot from you guys and the art being created here just blows me away, every time I visit! :smiley:

Ok, so in case you missed my "New Member Introduction" reply :smiley: I want to introduce myself shortly: 
My name is Sergey and I am a Game-Art graduate from Germany, currently working on my first portfolio piece. 
It is actually a part of a former school project, which I currently try to rework, but I am kind of stuck. It is a sci-fi-ish corridor and it feels boring, but I don't really know, what to add to make it interesting. The story of the former project is a little bit corny :smiley: :  It is basically an experimental labor from the military, which got infested by an alien.

So here is the best screenshot of the current scene I could capture in Unity lol:

The walls on the left are pretty blank, so I think I should add something interesting there, but I can not figure out, what to add ...

I also uploaded a 10-sec youtube video, because there is a little bit of motion in the scene and an "Upside-Down-Effect" from the Stranger Things series haha :smiley:

https://youtu.be/zb8iHgrcz3E

For lighting, I used the nice real-time area and tube lights from the volumetric fog lighting package of the "Adam"-Demo.

I guess that's probably it. :-)

I am looking forward to any advice on how to improve the scene :-)
I also appreciate any critique on lighting and general quality of the scene so far.

Thank you very much! :-)
Sergej

PS: I hope, that I don't get destroyed by you guys, but please don't hesitate if you have to destroy :-D

Replies

  • MrBFox
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    MrBFox greentooth
    Hi Welcome to the forum, Its a good start so far. heres the things i imediatley notice.

    -cables in the middle of the floor are too straight, they could probably do with snaking their way up the corridor, break the symmetry.
    -You mention the story is that its infested with aliens, to communicate that story better ask how does the infestation manifest in the environment (perhaps looking at Stranger things and how "The Upside Down" Intrudes into the world would be a good reference point to start with), how is the environment effected by this (broken pipes, smashed walls/glass, tiles etc).
    -The main thing that could instantly help the mood, if you want to go for the horror/thriller vibe is to use colder colours in the lighting.

    Hope this helps :smile:
  • Khael
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    Khael null
    Hi and welcome Sergey :)

    It seems that your focus point in your scene is that closed door in the back of the room (with the lighting and composition). I think you should use this focus point to show something that have interest. Maybe a part of your story as @Mr fox said.
    Also, the right part of your image is a black mirror, and it does take a lot of place in the view, but is not very interesting. You could add some lights glowing behind that window, or some text, futuristic UI which have a bug/broken effect on it. It don't  need too much, but just a few more information of your story in your art for the viewer.
    Hope this is useful, and nice job :)
  • serg2712
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    serg2712 null
    Hey @MrBFox and @Khael

    Thank you both for taking the time guys!
    I like your ideas and I'm going to rework the piece further based on your advice and post an update as soon as possible! :smile:

    @Khael :
    The funny fact, that you noticed a closed door helps actually more than you think because it is actually an open lift shaft :smiley: 
    Now I know, that I should make it more obvious, that it is not a closed door :smile:
  • gametime
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    gametime polycounter lvl 8
    I'd like to go speed-running through there ^^ Somehow I get the Mirror's Edge vibes 
  • serg2712
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    serg2712 null
    gametime said:
    I'd like to go speed-running through there ^^ Somehow I get the Mirror's Edge vibes 
    :grin:
    I liked the trailer of that game, but unfortunately never played it
  • serg2712
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    serg2712 null
    Made a little progress today and wanted to share it with you guys :smile:

    Changelog:
    ----------------------------------------------------------------
    - added that rotating red light and removed some of the area lights

    - removed the "upside-down" effect and tried to add a more subtle dust effect, which even reacts to the red light :smiley: (found a cool free particle shader for that on the asset store because unfortunately, the standard particle shader doesn't seem to react to light or I don't know how to do it, haha, maybe one of you guys know better? would be nice to know if there is "native Unity" way of doing that :smiley: )

    - changed the alignment of the cables (but still not quite right, I think I have to "uprez" the geo because the first curve of the most right cable looks a bit too low poly from this perspective ... I also believe the scale/proportions of them seem a little bit off, too thick?)

    - shrunk the window - it really was too big and took too much space without adding interest

    - also made the window look broken and played a bit with the color grading to establish a cooler look (went a bit crunchy in some areas though ^^)
    -----------------------------------------------------------------



    Thanks again to @Khael and @MrBFox for the feedback! I hope I could translate some of it into the scene ^^

    Next, I try to add something interesting to the roof, which would then lead to the door in the back (focus point :smiley:)
    What do you guys think? Am I moving in the right direction with the update?

    I appreciate every advice or feedback!

    And thanks for reading my bad English :lol:

    Oh and by the way, for all non-native English speakers: the "Grammarly" extension for chrome is really nice, every suggestion sounded a whole lot better than my initial attempt to write some of the sentences ^^
  • ajr2764
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    ajr2764 polycounter lvl 10
    Hey there, looking cool. It was good to add little light variation in there. I think the walls are a bit flat could use some kind of detail to make more appealing. Also do something at end of corridor since we are lead to that area but just ends with a wall. 
  • serg2712
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    serg2712 null
    Hey @ajr2764,
    You are right, I will try, thank you! :smile:
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