I've been messing around in 3ds Max for a while now and have been wanting to take a swing at environment art. Came across this concept on Art Station and thought it would be perfect for my first scene.
I started by making the foundation pieces in max
After spending quite a bit of time UVing and texturing these pieces, I threw them into UE4 and got this...
It looks terrible and I can quite figure out why. Not sure if its the lighting, textures, models, or all of the above but needless to say im kind of disappointed on how its going so far. I want to figure this out before I start working on the props so any advice would be greatly appreciated.
Replies
The tiles on the wall are very uniform and the edges and corners very straight. It reads more like lines drawn into concrete rather than individual tiles or blocks, if that makes sense. That's also not helped by the grouting in between the blocks being the same colour as the blocks themselves. Here's an example of what I might think the wall might look like, https://www.artstation.com/artwork/v6glY. Subtle details like the slightly irregular edges of the blocks and the corners being slightly rounded that make them more 'real'.
The floor is very uniform in colour. All the detail is in the roughness/glossiness it seems, which looks nice but then not much detail in the albedo/diffuse. You can search for examples of concrete floors on Artstation to see how much of a grungy mess concrete floors can be.
Also, I wouldn't be afraid to throw in some place-holder assets for all the props, just some simple primitives to stand in for the canisters, boxes, wood pallets, etc to populate the scene. It can help when you're blocking in lighting to have something to cast shadows and add interest, which will then help inform your lighting decisions. Props will also break up any repeating textures so you can get away with adding more details without the repetition being so obvious.
Hope that's of help. Best piece of advice I can give is to keep going .