@Nintendo46 - @BringMeASunkist explained it very well so there is not too much that I can add. Basically in the early stages of a scene you should keep your assets very simple. The reason being, if you notice any issues with scale it's a lot easier to rectify. Only when I'm 100% happy with the scene composition will I…
Great list of feedback BringMeASunkist. You can toggle the ground plane by pressing C, and it is possible to propagate mask tweaks to all maps by CTRL-clicking the mask button for any detail element or material mask. You can quick-export maps by pressing the small save icon next to the previewer toggle, although I agree a…
@BringMeASunkist : Hey thanks for the tutorial, I had Marmoset already installed but I didn't know how to use it. So thanks for that, Going to watch the tutorial now.
@BringMeASunkist - You're right, the planks are totally off. They're used only as a placeholder until I'll have the desk, so I'm not really worried about them. And yes, the wall behind the desk will be made of white painted bricks, like in the concept.
BringMeASunkist has got it spot on, some fantastic advice there. I agree, I think you should focus on the lighting of the scene to get the mood right first because at the moment your scene is very grey, dull, and lacks any real atmosphere.
I'am with #BringMeASunkist try to do better textures maybe with more resolution and quality, also try to avoid ddo.. Also try UE4 or a current gen engine maybe PBR it's not necessary but your pieces would look better and that is something you want.