Thanks for the reply I completely forgot about the water puddles, must have gone off to tweak something else and abandoned those! The specularity on the walls was similar in BF4, I guess its like humid paint? But thanks on those other notes Ill mess with it :P
For how bright that light is in the window, the hallway does not have enough bounce lighting going on. It is bright and sunny outside of my window, and I have blinds covering most of my window and the bounce lighting fills most of my room. Try to find some photos of a similar type of area and see how much bounce lighting…
Good start. The lighting is nice and I like the overall burnt umber color of the scene. Some details you could add: The drips down the walls are a little odd. The grey color is unusual and doesn't really suggest water leakage or mold. If there was water leaks, then the ceiling tiles would also have staining. The pipe…
Looks amazing! Unfortunately the demo runs at a whole 10 frames per second on my shitty laptop and I can't get to my desktop at the moment but some small things I noticed were that some of the books by the windows are clipping through the wall and the clock looks like a solid "foggy" color. I'd imagine it would be a bit…
Very beautiful light. Wall material is boring (Without normal maps), but lighting is awesome:) So what's next step? Are you going to finish scene, make props?
So this looks really cool! and the lighting is neat, I played the demo and I have some comments: The specularity and lack of reflection on the water puddle is kinda jarring, I walked past it and it turned white and was confused, playing with a Fresnel effect on that will be helpful. The specularity and reflections on the…