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File: Unbenannt.jpg (430 KB, 1928x1051)
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alright I need feedback now.
I'm making a little sci fi shooter game, gonna sell it for 5€ on steam. Right now I'm deciding on a style.
I built a test model, to see how it would look ingame.
And I have no idea why,but it looks like fkkin garbage. maybe I've been staring at it for too long.
I'm asking not in terms of details, those are going to come in later. I'm asking about the general style of the corridor. I have no idea why it looks so boring. Maybe it's too rough?
Like the pillars should be smaller and look more fragile? idk.

Also: general feedback thread.
>>
>>591218
I'm not advanced enough to give feedback, but I was just wondering what software you used to make this?
>>
everyones advanced enough to give feedback... I'm just asking why it looks so shit from a users perspective.

I used Blender btw.
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>I'm making a little sci fi shooter game, gonna sell it for 5€ on steam
>>
>general feedback thread
That's what WIP is for, but anyway:

I think that what makes corridors like this interesting is the amount of detail, mainly on the walls. Look at wolfenstein for example, or corridors from alien, walls have a shitton of details and small pipes, block and cylinders everywhere. That's what makes them interesting to look at, and if you make those modular walls too basic, they'll look just plain boring. Especially here where that corridor is pretty wide, so you have to fill it with assets on top of that.

So currently it looks like a blockout to me, and not as a finished scene. I don't really understand the materials and what are those blue boxes supposed to be. They look like some smooth clay just stuck to those pillars for no reason. Also, you probably added some dirt and scratches, but when I look at the edges (especially on the roof where those pillars are), it looks more like a badly baked lighting. It's also pretty low-res, so I'd suggest you boost those resolutions, because now it looks like Wolfenstein: The New Order, and we know how much they fucked up their textures in that game. Not sure about the light pastel colors, although I can't tell if it fits with the aesthetic or not just by this image. Also, that black void has to be removed. If it is a space station you'd be dead if it was open, and I don't know what else it could be. Bet you just didn't model that part though, so it's ok.

So mainly, I think that the lack of details and assets is the biggest problem + low resolutions and the lighting could (always) be better.

>>591221
That's Unreal Engine.
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>>591218
I'm not into 3d at all, I just like to come here sometimes. Looks like you have poor quality textures, but what makes it even worse is the lighting. I can't really tell you how to fix it, but it just looks fucked with the lighting, maybe add a slight bit of ambiance somehow?
>>
kk so more details - better lighting - better resolution. Alright, I thought it had to do with the way the pillars are formed...
thx guys!
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>>591229
Yeah, I don't think pillars are the problem, they looks decent. Just (PLEASE!) use a ton of references, analyze and copy parts you like so you can understand them better, it's the best way to improve.
>>
Design your levels with purpose. a $5 game doesn't need to have a hollywood blockbuster script, but there's a big difference between having levels that tell a story and "uhh... sci-fi corridor".

What is this place? What is it used for, and what's happening there currently? If you can find ways to tell that in your environment you'll already have done a great job designing it.
>>
You need to add more lights, give them some colour, make an atmosphere.
You also need to work a lot on those materials. It's okay to use low res textures, if that's what you want, but you need to make specular maps (or metalness/roughness maps) to give the materials life.
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>>591218
Is this a WIP? Either way it should go into the WIP thread if you want a lot of feedback.

Really bad lighting.
Normal maps are either missing or not working due to bad lighting, either way the dents and decals and so on look flat.
I'm guessing you're going to add textures later, the textures that are there now look really bad. They're blurry, they're stretched in places, they look way too low res, there's a general problem with texel size.
There seems to be no specularity to anything? Shaders are going to go a long way in a project like this when it comes to adding detail, atmosphere, etc.
You need to break up the symmetry, right now it's extremely obvious how cut and paste / duplicated everything is. You can either make a couple alternate versions of things and then randomly use them, or you can use randomly placed decals, or ideally both to break up the uniformity.
The design of the space doesn't look practical at all. Of course it's a scifi setting and there are going to be style choices, but the viewer should still get some kind of sense of what things are supposed to be and how they're supposed to work. For example, you have these sort of bulkhead sections to the corridor which implies either a modular design (like a manufactured home in real life) or a need to be able to rapidly seal off sections (like in a space ship or real life submarine).
The space is a weird mix of big and tiny. If you want it to be expansive, raise the ceiling. If you want it to be oppressively tiny, shrink the width of the ceiling and floor, right now it's inbetween both and it's visually uninteresting.
Geometric shapes are visually pleasing to humans, and right now the only geometric shapes you have going on are all rectangles. Thematically that might be okay if you want to convey a sense of boxyness or conformity or something (like how the interiors of the government buildings in Mirror's Edge look) but I don't get the sense that was deliberate on your part.
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>>591301
Cont.

I personally don't like the exposed pipe / conduit thing, it's an aesthetic from the Alien movies where Riddley Scott had a WW2 aircraft dismantled and reassembled to look like a spaceship.
It worked well in that it gave a lot of authenticity to the design in terms of real world shapes and mechanical structures, and it makes sense if your spaceship is a kind of garbage scow or truck where everything's just a bit below minimum safety standards, everything's a bit jury rigged and improvised to keep costs low, everything's got to be easily accessible or has been made accessible by repairs and no one bothered to put the decorative covers / access panels / whatever back on because things fail so often they just leave them off.
From a thematic perspective that works well. But if your ship or space station or scifi compound is some Ishimura-sized thing, it doesn't really make a lot of sense. Those structures (pipes, conduits) are dangerous in real life and when they have to be exposed it's either done in low traffic areas, or run along the ground or the ceiling in a way that's accessible but not going to blast someone at eye level, and there's going to be warning decals.
Why do the floor panels have those shapes on them? It doesn't look like it's meant to break up the amplified acoustic effect that comes from living in a metal box, nor does it really look like some sort of access point or handle, nor does it, really look like some sort of vent, nor does it look like something meant to break up the smoothness of the surface (so that people aren't slipping on it), it kind of just looks like all those things or like uninspired hard surface greeble shit.

You might think "the average person doesn't think about any of that shit" and you're right, they don't, but their subconscious brain does. It compares surroundings, constantly scans features of locations, creates a mental map, and compares all of that to prior knowledge all in attempt to avoid danger.
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>>591218
I was going to say something but >>591301 took the words out of my mouth.

>You might think "the average person doesn't think about any of that shit" and you're right, they don't, but their subconscious brain does.
This cannot be stressed enough, it's incredible how many people think "DUDE LMAO TURN UR BRAIN OFF NOBODY WILL THINK OF IT", it's also extremely evident in the end product.
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>>591218
Others have already done a great job of describing what’s wrong, as my crit would basically go like “geo is shit, textures are shit, lighting is shit, basically everything is shit” would not buy for a fiver.

People often mention Alien: Isolation as a good example of sci-fi environments done right, but keep in mind it uses medium-poly modeling, so you would have to alter your workflow if you want a similar look... This would actually work in your favor as modeling in extra details is a better use of resources than slapping on normals that look like shit anyway; if you can’t bake to save your life then don’t bake.

Lighting is the biggest offender, but I would have to write a thesis on lighting if I were to tell you how to do it properly, so instead watch tutorials and reference famous sci-fi scenes as inspiration.
The best advice I can give you is to play on contrast, lighting is at its best when it’s focused on highlighting the aesthetic attributes of your environment, assuming you have one worth looking at. Also, there’s not even an obvious source of light, are they light bars around the edges? Light panels? Something else? You absolutely must ground your illumination in something, sometimes even that alone is enough for things to “make sense”, but evenly spaced floating omni lights is cruise control for shit on a stick barbecue.
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waaaaaaaaaaaaaaaaaaaaaaaaaayy too pixelated and low detail materials. you're really approaching your material use entirely wrong; you want to use tilable materials as much as possible. you need to break up those huge chunks of wall and stuff into much smaller pieces to make better use of textures. stuff like trim should be its own model that you'll paste around the shape you're adding trim to.

like really, the grains in your textures on the walls and stuff are HUGE. the normal maps also look terrible because you're making really poor use of textures.

you need to be using multiple textures in your materials so that you have things like grain detail repeating rather than being mapped 0,0 to 1,1 uv.
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>>591218
The main issue I have with your thing is that the lighting is extremely boring, it flattens everything, there's no depth. A more interesting lighting would probably create a better mood + some nuances on your materials...
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>>591218
Maybe because it looks too much like a digitaltutors tutorial?
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>>591448
keeeeeeek
yeah, the whole lack of originality sure doesnt help
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>>591448
the absolute state of this board
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>>591448
wew... how do you fuck up a tutorial that badly? it’s literally following instructions.
If it were any less obvious that OP is actually unskilled, this would be an epic trolling of /3/
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>>591455
>>591459
>>591483
It might not ACTUALLY be the tutorial, although a few WIP threads back some doofus posted a poorly done ninja from cgmasters asking for "crits"
OP should probably do that tutorial though, since he's missing the last half of the tutorial where they put in lights, complex materials, and details that break up the symmetry
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>>591218
>Go to pinterest
>Search "sci-fi interior"
>Get inspiration and learn/steal from others
>???
>Profit
>>
>>591218

bie time machine into 2009 dude.
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>>591218
it is cartoonish look, looks ok to me. if gameplay is good it will sell dude.




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