Home 3D Art Showcase & Critiques

Medical Station - Small Environment

Hi there,

I made this scene with the purpose of learning the UDK. I like how it's turned out so far, so I want to take a bit further, and make it a nice portfolio piece. I'm going to adding more props to it, and making tweaks to what's there now, but would like some feedback from some fresh eyes. Any critiques are much appreciated.

padded_1.jpg

Replies

  • Slipstream
    Offline / Send Message
    Slipstream polycounter lvl 19
    I'd make the wall and ceiling textures have different materials than the floor. And for the floor I'd suggest adding a specular highlight around the edges of the tile to make them individually pop.

    IMO, lighting is also kinda boring; You could benefit from changing the white lights you have to ones with tinges of color in them, as opposed to pure white.
  • ZacD
    Offline / Send Message
    ZacD ngon master
    I wish the scene gave a bit more of a story, so far I'm getting sci-fi doctors office/hospital. Ceiling vents are a bit big, and flat.
  • Willburforce
    hey i like the bed and chair design.. keep it up
  • Master_v12
    I think the pattern on the ceiling could work a whole lot better if your air vents where also hexagonal in design. Not necessarily a hexagon but in a hexagonal pattern fit. do I make sense? besides that there are a few materials on your scene that make me wonder what I am looking at. and where is the green coming from? it seems a bit out of place. Keep at it. looks good :)
  • mathes
    Thanks for the feedback guys, much appreciated.

    Slipstream - You're right, everything was too uniform. I've added an additional ceiling panel, and will work on those textures to make them a bit more appealing.

    ZacD - Definitely need a bit of a story here. I have 2 directions in mind, time to pick one and go with it.

    Willburforce - Thanks man!

    Master_v12 - I wanted that corner to be green. I've since changed the light in that area a little bit to match. I'm learning UDK, so I wanted something to use instanced materials and parameters, doing this with the light meshes and their emissive now.

    Here's a small updated pic before I head out for the night.

    padded_1a_old.jpg

    padded_1a+old.jpg
  • Swizzle
    Offline / Send Message
    Swizzle polycounter lvl 16
    I agree with what the others are saying. I also think you could use some contrasting colors or materials to separate the floor from the walls and ceiling and more contrast in the lighting. Right now everything seems a bit washed out and flat with no interesting light or shadow going on, so tweaking the lighting would probably give you more depth.

    Have you tried just doing large, plain colored walls instead of the tiles? I had to go to the hospital last week several times and, while the floors and ceilings have patterns and texture, the walls are generally bare except for things like posters and equipment. It gives an almost austere feeling that your scene doesn't have.

    Perhaps try something like this?

    roompaintover.jpg
  • PixelMasher
    Offline / Send Message
    PixelMasher veteran polycounter
    those tiels and metals could really benefit from a cubemap being added to them for some nice reflections and surface material definition.
  • ZacD
    Offline / Send Message
    ZacD ngon master
    There needs to be more ceiling lights for the whole place to be that bright.
  • mathes
    Small update. And I swear that one of these days I'll figure out how to get AA enabled in this UDK window.

    padded_1b.jpg
  • Snefer
    Offline / Send Message
    Snefer polycounter lvl 16
    getting a bit of deus ex vibes from this scene, which is very good in my book. I like where this is going. Not a fan of the ceiling texture though.. what kind of roof is that? too busy pattern, and too clean. I'd rather see a less intense pattern with really subtle wear/color differences.

    keep at it!
  • Jesse Moody
    Offline / Send Message
    Jesse Moody polycounter lvl 18
    cubemaps would really help this pop.

    Also add more light structures purhaps.

    Specular on the floor tiles.

    More medical equipment. Look at some hospital er rooms and look at all the stuff on the wall or moveable carts. Some sci fi / techy stuff would add a lot.



    Keep it up.
  • bbob
    definately has more character now.

    However, the honeycomb pattern is still a bit too much, I would suggest doing something else for the cieling, as it works really well on the floor..

    Maybe replace every other cieling tile with a sheet of transcluscent plastic board with sticks of flourescent light behind them to justify a bit more flooded lit scene.

    Also, with the lamp right above the beds, it looks like an operating room, except it has chairs for visitors, yet it lacks the personal items a patient might require for comfort; such as flowers, magazines or maybe the odd teddybear tp make it more macabre..


    The visual impact that can make hospitals seem scary from a artistical point of view, is in my mind the blend between personal objects and the cold, efficient sterility of the healthcare machine. As if the personality is rushed in there in such a way that it seems banal and depressing in context.

    Working a bit of story in might help the piece a lot.
  • Vonklaus
    I almost want to see some of those colored lines they have in hospitals, haha. I remember seeing them on scrubs once. They have several bright colored lines that track through the hospital, usually leading to different departments. Maybe adding something like that could help breakup the floor a bit.
  • tbaugher
    I'm excited to see some more smaller decorative assets in here. Some syringes, medicine bottles, spilled pills, glass jars filled with gauze and such, scalpels, stethoscopes... that sort of stuff. Overall it's looking pretty good, will be watching this one.
Sign In or Register to comment.