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cruise ship lobby (Seeking Honest Feedback on My Portfolio Piece)

Sagar_Rudach
polycounter lvl 3
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Sagar_Rudach polycounter lvl 3
I have been working on a portfolio piece for a while now, but I'm not really satisfied with the progress, Somewhere along the way, I feel I’ve lost direction.

I’d deeply appreciate honest and constructive feedback—no sugar-coating, please!




Issues I'm aware of 
  • Environment feels underpopulated; lacking enough props and details.
  • Numerous texture and shading issues (e.g., wood and wall tiles).
  • Lighting feels flat and lacks mood—needs a stronger sense of atmosphere.
  • Scale appears slightly off in some areas (this should be an easy fix).
  • Composition lacks intrigue and doesn’t guide the viewer’s eye effectively. 
  • Shadow artifacts are noticeable and distracting.

I’d greatly appreciate any resources or recommendations for improving texture quality and enhancing scene presentation. Additionally, tips for addressing shadow issues in Unreal Engine would be invaluable. I’m planning to relight the scene from scratch and want to approach it with a stronger foundation.

I’ve also been exploring color theory for interior spaces but haven’t found high-quality information yet. If you know of any reliable sources or tutorials, please share!

edit - This scene is based on Queen Mary 2 Cruise Ship.

Replies

  • Fabi_G
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    Fabi_G high dynamic range
    Hi! I think it's a cool location :+1: I recommend taking a step back from 3d and break the reference down, identifying what's important/ location-defining. Including such preparation steps in your thread (and portfolio), you can communicate your thought-proccess to the viewer.

    Had a quick go at it:

    I think this doesn't have to follow any specific format, it's more a exploration of the space to get a better understanding. Perhaps you did something like that, but for me, it didn't transfer into 3d yet.

    A few points on execution:

    An easy way to add detail and scale reference to a room (same in real-life) is trims along elements connecting to floor and ceiling. Another easy, yet crucial, aspect is correctly scaled surface detail (tiling).

    Based on what you wrote, I think you're aware that your choice of surface materials make the rooms atmosphere differ quite a bit from the reference - in particular due to the tiles/grid appearance.

    To get going with surfacing, you could use some existing scanned materials at first and modify/ replace them as you go.

    If at some point overwhelmed by the amount of work, you could try to re-scope - doing a smaller room in the style you extracted or break out some modules/ props - or just try to push through in a set amount of time, move onto the next project, revisit at a later point.

    Much success with the project :)
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