Hi guys working on new environment for my college assignment I t would be great If you guys can give me some feedback . This is my first attempt in unreal engine.
It's a pretty solid start, so well done so far! You've got some good forms going on there.
One thing that really stands out to me is the lack of material definition. The roughness on your surfaces is pretty uniform and quite smooth. It makes the overall image look quite flat. The scene would look more alive if there was roughness variation and wear. Maybe introduce some surfaces that have more highlights/less roughness.
The lighting is also quite uniform. It's some kind of hospital so these environments do tend to be lit in a pretty uniform manner, but I think that by playing with the lighting intensity and attenuation your scene could read a lot better. Maybe make the main corridor more dark and up the light intensity around the beds? What you could play with is lighting intensity to create focal points/points of interest.
Given that you're not baking normal maps, maybe use beveled edges and some face-weighted normals. I see a lot of hard edges. By introducing some rounded edges it will add some nice edge highlights.
There are a few ideas there, so I hope that helps. Maybe some other users will chime in and offer some input.
I don't have a very good suggestion but I will share kind of my initial impressions in the first 5 seconds of looking at it.
Uniform, redundant. Feels like copy/paste copy/paste.
Needs to lead the eye somewhere. Whats the focus? Maybe the door down there, but the cot seems to block it.
Medical bay should probably be neatly layed out, but too much repeating patterns feels boring and static. Maybe tone down the contrast of colors either on the floor or ceiling so everything isn't so jarring.
Alex Javor has a good point - you could manipulate the overhead monitors so they sit more randomly and make use of the rail that they're affixed too. Also, in terms of lighting, have a look at games/cinematic examples and try using them as a reference point for what look you're after. The new lighting is a bit better, but the intensity is still a bit too even. You could reduce the amount of fluoro lights on the ceiling. Try using some fill/masked layers in Photoshop and doing a lighting paint-over. By setting your blend modes to multiply and add and utilising your masks you can rough out the lighting effect that you want to achieve.
Like mentioned before, this scene lacks material definition and good lighting.
Some of the assets have sharp edges, they could use a bevel or a normal map. Loot at the scene above and how nicely the smooth edges catch light and create highlights. Look at the material definition and lighting. Your scene is pretty interesting so I think of you put some more time in it you will learn a lot and end up with a great scene. Good Luck!
Like mentioned before, this scene lacks material definition and good lighting.
Some of the assets have sharp edges, they could use a bevel or a normal map. Loot at the scene above and how nicely the smooth edges catch light and create highlights. Look at the material definition and lighting. Your scene is pretty interesting so I think of you put some more time in it you will learn a lot and end up with a great scene. Good Luck!
Thanks Man actually my texturing skills not that much great I'm working on it. Yeah I'm Improving my scene and I will post the further updates thank you.
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