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SciFi Hallway looking for creative criticism/advice

This is an assignment for my game environment class and we had to make a low poly hallway as each modular piece needed to be less than 1000 tris and I’ve never textured a hallway before or done something like this so I was just looking for any advice on how it looks or if there is any things you think I could add to the texture to make this better? 


  • JamesBrisnehan
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    JamesBrisnehan polycounter
    You know what might spice-up the textures a bit? Some decal details. (like this guy does:  )
    More detail in general would be nice. Everything is a bit on the blocky side. Speaking of which, beveled edges would look great in an environment like this. I know you are required to keep things pretty low poly, but I think if you use some normal map baking (  ) and maybe some trim sheets ( https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques ) you could fake the beveled edges and get some nice edge highlights. 

    Also, some emissive bits on the textures might look cool.

    Oh, and one last thing, the reflections in the first two images look very grainy. It kind of looks like a V-Ray render that didn't finish rendering. Not sure what's going on there though.
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