I put this together after seeing some great shots of some Templar tunnels. My thought process was that this passage was very old and led to a holding place for some sort of monster or something from ages past, and it has escaped. I've got the layout pretty much done, just a little stuck on what else to add, it seems like it needs some more to really sell it. Looking for some C&C, and would appreciate any suggestions.
Replies
As for some extra stuff to add. Maybe, depend on location, some leaves, branches, garbage, rats, birds, bats, a flashlight someone dropped while running away?
Hope this helps a bit.
Its a bit monochromatic I think you could work in some other colors and really bring it to life. Maybe yellow up the lights like old flood lights and also more crap on the walls, water stains ect...
Paint over:
Have a few crits on the door section;
It looks way too thick, has too many polies in the wrong place and the texture is flat. Reducing thickness by 50%, chamfering the outside of it for 16 extra tris and reducing some from those inner cylinders should help balance it out and would look much more convincing.
Also I can't tell where it came from, the bent bars ahead suggest it was broken off from there but the dammage suggests it wasn't, no sign of a handle or hinges. Check out some prison doors.
http://www.riversides.org/websiteimages/sewer_400.jpg
http://magliery.com/Graphics/MoreFrance/paris-sewer.jpg
http://www.vagabondish.com/wp-content/uploads/paris-sewer.jpg
You'll notice in these shots, especially the first and last that the water runs through the middle, and the walkways are on the sides, i think if you want to still have this area that looks like a boss enemy exists you should better show this, perhaps for example in paris-sewer picture have the end of the tunnel much darker, with one downcast light from a street opening above light some sort of ugly form (not much detail is needed here) with blood splatters and scratches in the concrete where the enemy exists. Notice also that you have used quite a warm orange in you'r scene, this really does not portrey the environment you are trying to create, I would suggest using some dirty lime greens to portray the 'yuky' of the sewers (important this green is quite desaturated, not like summers grass green) and having either red as a warning of the approaching boss/ enemy or dark blues from the street opening.
I would suggest taking your scene into Unreal because using this prerendered is making your scene feel very fake at the moment (the very crisp shadows and the super-duper reflections) and I think taking it into a game package could help you a lot here, also probably giving you a bit more freedom with post-processing and ground fog being very easy.