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Crit Please

This is for my Uni proect, set in a hospital, playing an insane character trying to escape. The hospital transitions from clean tidy world to a gritty horrible crazy world.
We never see the player character but there is an evil dotor character being worked on by another student. I'm mainly a 2d artist so forgive any basic errors you'll more than likely spot!
Built in Max, Engine UDK


Real World:
screen8su.jpgscreen7r.jpg


Crazy World
screen1ce.jpgscreen3mun.jpgscreen4tv.jpgscreen5l.jpg

Any Feedback would be great.
Cheers

Replies

  • Goat Justice
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    Goat Justice polycounter lvl 10
    Here are a few things that jumped out at me. I can see its still WIP, so some of these may be on your to-do list already.

    -The floor texture:
    right now its the same in both scenes (I'm assuming this will change). It also doesn't really read as what i think its supposed to be; linoluem tiles? it kinda looks like gravel or a big expanse of marble right now. maybe bring some slightly more pronounced tile-lines into the normal map, or alter the specularity of different tiles to break the expanse. alternately, you could go for a diffuse with less noise and a more recognizable pattern.

    -Lighting:
    I like the way the lighting looks in the clean version; very even, bright, and sterile. The lighting in the crazy version might benefit from further defining some light sources, though. It could still be dark overall, but clear light and dark areas mght help make sense of a scene with such gritty textures.

    Overall its a good start. I look forward to seeing where this goes.
  • DevilGlonk
    Ah cool i didnt think of chaning the floor in the real world, i like the spec map idea, and was going to bake the reflactions of the environment on it so it doesnt look so flat.

    Crazy world's floor will be changed, either tempted to make modular pieces so i can texture them how i please, or cover them with decals! My uni mate is trying to ge me to learn vertex painting too.

    As for lighting in the crazy world.........it's so hard to make it look like it does in my head!
    The light sources you mentioned have yet to have a self illumination material on them so just looks like pools of light coming from nowhere for now. I've certainly got a long way ahead of me to get this done to the level i want!

    Thank you very much for crit though, i'll upload more screenshots etc as more drastic changes occur!
  • DevilGlonk
    Update on my Uni Project, any feedback would be great, and if anyone has anyadvice on how to get realistic looking reflections on the floor i'd really appreciate. ATM it looks a little like marble.34475309.jpgcoridor1.jpgcorridorr.jpgcward.jpgnward.jpgreftest3.jpg
  • Ken Benson
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    Ken Benson polycounter lvl 12
    That is the largest slab of marble I've ever seen. ;)

    I suggest adding some construction grooves to the floor.

    A pattern of differing color marble would be nice. Such as side trim one variation, center another. Maybe with some squares going down the lanes that are the same as the side trim.

    If you add a little wave distortion to its normal, the reflection will read better. Nothing crazy, real subtle.

    The lights on the roof are abnormal. Usually they take up 2-3 of the squares. Your missing some ventilation in the roof and some smoke detectors too.

    I'd take some of your gurneys and place them in your hall.

    Its looking nice, keep it up!
  • DevilGlonk
    Cheers, I'll have a go at the floor again tomorrow, it's been driving me crazy all day!
    This is still the pre production stage of the project, so still got loads more to add. By the end of the project i hope to have a fully working playable demo.
    Thank you for your help. :)
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