looks awesome, but having those glowing rectangles on the floor looks a bit weird. its as if the light is coming from straight above it. having some longer highlights glancing across the beams at an angle might look a bit better. maybe a bit more subtle as well. texture work looks well thought out and executed.
There really doesn't seem to be much to critique. You really seem to have nailed the scene.
Maybe it's the perspective, but the benches seem a little off in terms of proportions. Again, it may just be the camera angle, but the top row seems very tall in comparison to the rest of the structure.
The only other thing is the object to the bottom right of the American flag on the wall. Hopefully I'm not losing my eyesight, but it looks like a stack of boards on top of a small trashcan. Either way, it doesn't really read (even though it's a minor prop).
There really doesn't seem to be much to critique. You really seem to have nailed the scene.
Maybe it's the perspective, but the benches seem a little off in terms of proportions. Again, it may just be the camera angle, but the top row seems very tall in comparison to the rest of the structure.
The only other thing is the object to the bottom right of the American flag on the wall. Hopefully I'm not losing my eyesight, but it looks like a stack of boards on top of a small trashcan. Either way, it doesn't really read (even though it's a minor prop).
Yeah the camera angle, the bench rows are even, the stack of boards are pizza boxes, but I know what you mean hehe
What makes the reference images very appealing that is missing a bit from your scene is the exposed ceiling elements and all the pipes. I think the addition of those would go a long way.
The scene looks good, however I think you're missing a lot of the elements that makes the scene look "real". Just look at the reference images. No bloomy glow on the floor, No awkward point light shadows from one light source. The reference image looks "real" and your scene looks kinda like amateur CG lighting.
If you look at the levels in photoshop in each image, you can really see the disparity. In the reference there is no "over white" points.
Also, look at the difference of shading on the pillars.
The values of the flat sides of your pillars are 40 on the dark side, then jumps up to 67 on the brighter side. I think you should be going for a more even shading. In the reference image the dark side of the pillar is a value of 25, and the bright side is 31
So overall, you should be shooting for a lower contrast, less bright, more evenly lit scene.
Are you finding learning UE4 by "upgrading" your current project is a good way to go about learning UE4? I was at a point where I was going to do that with one of my projects, but instead decided to just learn it with a new project instead. I felt like the time and effort would be better spent with new material that was made specifically for PBR/UE4.
Well Upgrading an older project is always a good start, you've already got all the assets and textures ready to go. I did do some minor updates here and there but it definitely give you a better feel for the newer version of the engine.
I do plan to make something from scratch and throw it into UE4 but it'll later down the road. My advice would be to upgrade your older scene, got nothing to lose
Looks like the whole thing has a green tint to it, kinda weird. Also the light rays look too solid, like boxes, especially in the top image on the left-hand side.
Replies
There really doesn't seem to be much to critique. You really seem to have nailed the scene.
Maybe it's the perspective, but the benches seem a little off in terms of proportions. Again, it may just be the camera angle, but the top row seems very tall in comparison to the rest of the structure.
The only other thing is the object to the bottom right of the American flag on the wall. Hopefully I'm not losing my eyesight, but it looks like a stack of boards on top of a small trashcan. Either way, it doesn't really read (even though it's a minor prop).
Yeah the camera angle, the bench rows are even, the stack of boards are pizza boxes, but I know what you mean hehe
If you look at the levels in photoshop in each image, you can really see the disparity. In the reference there is no "over white" points.
Also, look at the difference of shading on the pillars.
The values of the flat sides of your pillars are 40 on the dark side, then jumps up to 67 on the brighter side. I think you should be going for a more even shading. In the reference image the dark side of the pillar is a value of 25, and the bright side is 31
So overall, you should be shooting for a lower contrast, less bright, more evenly lit scene.
Something like this maybe.
Whats your experience been thus far?
I do plan to make something from scratch and throw it into UE4 but it'll later down the road. My advice would be to upgrade your older scene, got nothing to lose