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(Wip)[UE4] Psychiatric hospital environment

Xenamen
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Xenamen null
I everyone ! 
I'm curently working on this hospital environment taking inspiration from One flew over the cuckoo's nest film.

I wanted to do the scene during night time to differ from the film references I had. Here is the kind of result I'd like to tend to https://80.lv/articles/modular-interior-environment-design-in-ue4/
Here is where I'm at for now.



An acquaintance of mine told me this was mediocre (i didn't though it was amazing but still), or as he told me "a two thousand looking game" because I had lost most of my lighting volume. I certainly acknowledge his competence but i fail to see what i can do to improve things so here i am seeking help.
Here is some light only screenshot (i already tried to get back some lighting) i found that I was a bit postprocess heavy and tried to remove it completely



If anyone as some clue or critic I would be really grateful!


Replies

  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    I think it would be cool if you varied up the materials a bit. Maybe try vertex painting some of the ceiling/pillars/walls in order to give variation? I also feel like the chairs and couch with the pink fabric could be improved, texturing-wise. Right now they look a little dull, unvaried, and simple. Lastly, some of the beds have blankets which look fantastic, but other beds, the blanket doesn't look like fabric at all. Those are the biggest improvements I can see.

    Aside from that, it looks like you could make it more interesting by adding stuff like puddles or dirt, but you'd probably working off a reference, so I wouldn't say you should stray too far.

    Good job :)

  • Xenamen
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    Xenamen null
    Thank's for the feedback ! Yeah the blanket seems to be a big one. I could make one or two variation.
  • shadacer
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    shadacer polycounter lvl 6
    Hey xena,
    I think the above points are valid, but for me one of the main issues with this piece is the size of some of your props.
    The tables seem too tall for the chairs, and you also have a very low end table and sofa/couch in your 4th shot that is throwing off the scale. To help, try putting in the default Unreal character model (should be in starter projects) and try and get the scale right in such a way that the character could interact feasibly with the world.

    As for lighting, there's not much contrast here, feels like everything's getting hit with an ambient light. You probably want to get the corners and edges of the ceiling in shadow firstly, as that hides the "gameyness" of the scene a bit. Then, establish a focal point of your scene and focus the light/attention there.

    Hope this helps!
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