Hello I`m an environment artist for a udk game that is very early in development. The game is not yet announced and we want to finish the first building before announcing it.
Game Description: This game allows you to play either as a Mobster or an Authority during the 1940-1960s in America. There will be several different game types like: free-for-all, team deathmatch, and team objective
Our first building we are working on is the gangster spawn, a slaughter warehouse. So far we have completed the storage room. ( A very small room on the first floor )
We want critique so our environment will look as best as possible.
Most if not all props are made under 400 polygons and all are 512x512 maps.
Thanks for helping.
Replies
2. This feels like a long container or hallway, not a building or room. Add windows or doors or some variation to the shape of the room. If it really is a storage room, make it smaller and fill it up with stuff.
3. Increase prop variation. How would the workers get the stuff out of the room? Maybe add a pallet jack and pallets to the room.
4. The red letters on the crates and boxes is to saturated.. darken it down a little
What is the point of this room? Why would the player come in here? Is there an objective in here... is it a strategic attack/defense point? If the player must travel thru this area, use the props/shelves to create a path for the player.
Use any reference for your crates and barrels or just wing it? They don't seem to be based on anything based on the shapes. The wood crate in particular has those horizontal slats on the vertical trims.
Also, it's noticeable that the Sammy's Meat logo is just tossed on, but it's leveled or matched to the props it's on since it's solid rgb red and glowing. The white tape (?) on the boxes has the same problem, too bright for what it's on.
your wall and floor texture scale is WAY OFF!
the crate textures dont look like crates. it looks like you box maped one wood image onto a box. look up real life reference images for everything and match that.. http://www.alibaba.com/product-tp/108778045/WOODEN_CRATE_FOR_VEGETABLES/showimage.html for example.
Also did they use to put meat in wooden crates?? weird! idk but seems odd to me.
I would suggest watching some tutorials before you move forward, anything by Eat3d. just make sure it covers the basics, because i feel something too advance might be over your head.
are you incharge of the env. stuff for the game?
good luck!
Malcom McLean, the father of the modern day container, invented a unified shipping system in 1955. So if this took place before then, then yes, they did just put meat in random ass boxes.
Is it a meat locker storage room? Nope again. Despite the abundance of meat crates, this room clearly isn't refrigerated.
Is it where the plant stores empty crates and barrels? Nope again. Plants dump those outside in the back for easy pickup by trucks to take them away.
You need to actually think about the environment you are creating and how it would work and why, and that starts with looking up actual reference for the environment you are creating. Storage rooms in meat plants are stainless steel with tiled floors with large drains in the floor for easy clean up - the room can just be hosed out if need be. Mounted wall fans and conditioners also circulate cold air. The rooms tend to be smaller, possibly a series of them connected to each other by doors to so the plant only has to worry about cooling small areas.
All the advice you have gotten so far is spot on. Don't use the default UDK textures. It is better to leave those surfaces displaying the default checked material if you haven't created your own yet.
Why is a meat plant using metal barrels? They should be using cardboard barrels like here. Also, sure, they would have used wooden crates to ship meat, but they didn't look anything like what you have there. Those are just big generic wooden crates you slapped a meat logo on. Again, see an example of the authentic deal here. Research. Those two pictures took all of five minutes on Google Images to dig up. Use reference.
And make sure to level and neutralize all your textures so they play nice with each other.
We will have an update in a week or two