Hi everyone!
So, this project is all about practicing to the creating game environment
I hope that you will help me to finish this project by your feedbacks
Here is my blockout, very simple, just for the start, it's definitely will be updated along the whole progress:
It's gonna be cyberpunk style. I think cyberpunk style is most about "the contrast" between old and new technologies, so i will try to make this.
Currently i have made the door:
Alphas on the screens:
bit of lenny ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
I dont really know what to say, feedback about this woud be really cool! Also, it's 2k texture with 10.24px/unit TD
And
air duct in progress:
Yeah, so, its a lot work to do, thanks for you attention!
Replies
So this is my "human" ref:
So, you still think it has a crazy scale? I think you may be right, i'll try to mess around with scale
So because no one even see the text on sheets i put some random text
You said that you used decals right ? Did you use the decal tool that is inside UE ( if you rendered it in UE ) ?
Yes, i used deffered decals in UE4
Good start, but I think there's a lot you can do with this.
I highlighted them in colors, on what I noticed.
~I'll start with the white grid. Since this is usually the angle that we all make for hallways, there's usually something important or significant at the center or end.
~Purple: Leading to that door or gate. If that's an exit door or an entrance to a different room compared to the other rooms, maybe have the door slightly bigger or make it so that is stands out differently than the others.
~Yellow: Those light fixtures above the doors. They look a bit clean compared to what's around it.
~Red: The bottles and cans you have by the walls. Without look at with it is, it's something that's filling the space there, and it's beginning to look too consistent. Imagine someone sitting around there, throwing a can around the hallway. They won't care where it is. Even if it's someone opening the door from the inside, if they threw a can to the side, chances are it might hit the wall or roll a bit to the hallway. Pretty much just scatter it a bit lol or have some variation where they're placed.
Also, there would be some wet spots or something by the edge of the walls. Those can kind of continue on to the door mats.
~Blue: Those mats that are placed by the doors almost look too identical. Rotate them a bit and change the spacing, make one of them closer to the door.
~Green: Those wires. Just also to add, you have a floor tile with a strong straight line going up that door by the end of the hallway. Play with that a bit, or move them to the side of the walls. What's the reason for those? Someone could trip on them. And those wires will be nearby the trash and liquid around it. The wires by the walls make sense, the ones on the floor don't.
These might be kind of blunt, but hopefully these are helpful. These are mistakes that I've made in the past, and stuff I use to get caught up on at work early on when I started.
Thank you very much for this large feedback, of course it's very helpful!
Thanks man, it's a wonderful feedback!
You have a point, and actually i don't even mind to continue and apply critiques to this project. Thanks, i think its a good point
It might look too messy. They're are mailboxes on the wall. The mailman/woman giving the mail might see that it's too dirty on the floor, and would probably ask for someone to clean it (fictionally speaking). Someone will eventually take some of those pieces out, but not regularly.
You have it there, the small pieces, and the paper sized ones being the bigger pieces. Reduce the scattered pieces to like 50%. It might be too much now on the sides. Try testing that out, and if it's reads the way you like it. If this is a hallway that has homeless people around, it'll make sense a bit. But, if it has people come in and out regularly, it'll probably look less messy on the floor.
Also, crumpled paper might work,. Paper bags from the grocery store? a flyer? postcard? ripped envelope?
It's just a flat square shape on the floor. Have it folder, or torn. I hope that makes sense.
Try thinking about as... a bunch of stuff on the sides, and smaller pieces as it goes to the middle. People will eventually kick the bigger pieces to the side if it's in the way.
I forgot to emphasize the big reads, middle, and little reads. I'm just looking at the junk, or debris.
This blew my mind when I did this a few years back.
~have a small amount of junk (big, mid, small) scatter around, as a group/mesh together.
~then, have another one, with a few more pieces, scatter around, with more space from each other, and also as a group/mesh.
You can repeat it this way, if you want, or scatter it manually.
~Also, if you'd like, because you have grunge and dirt around the edges of the walls and ceilings, you can add a touch of grunge or dirt around the edges of those floor tiles.
You got this! It's literally there.
If you want to refine some more extra icing on the cake. These are just things I'm looking at when I look away, and turn back on the image.
~That emissive keypad glowing on the right corner, it might be the same with the other pad glowing on the right side of the wall. Try toning it down, and adding some age to it, it looks too clean and new. Here's what I did, just as an example. I just looked up fluorescent light. This can be the same, actually, with those fluorescent lights lol. Add some small age to it, since everything reads as semi-abandoned.
Add a slight gradient, with some blur around the edges. My blurry curve might be too much, but hopefully you get the idea. Just look how they're lit.
~Also, end of the hallway, where the stairs are:
You don't have to go too over-board with this one, but you have some wiggle room to add some damaged pieces far away, or something by the stairs, to make the viewer/player looks what's over there.
These are my two extra cents. It's looking good!
Holding up the screenshots from today and the 23rd... all those small details have really pushed it along
Also, speaking of which, made it just for fun