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Thread: [UDK] brookhavem ward, first scene on UDK.

  1. #1
    Junior Member Allien has no reputation around WoLD yet Reputation: 1
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    [UDK] brookhavem ward, first scene on UDK.

    Good afternoon. I finished my first scene of the UDK, expect criticism.












  2. #2
    Senior Member WarrenM helps out often Reputation: 96
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    Quick comments... Most of these are improvements suggestions but the scene is off to a great start!

    Fantastic idea for a scene. Small, contained, and focused.

    I like what you're going for with the lighting but you need to amp it up. Increase your lightmap resolutions and crank up the brightness on that light. A scene like this you're going to want a BRIGHT light coming in that window and some good shadows inside the room. The contrast is what will sell it.

    Maybe go with a simple window so you have less muddy shadows. The wire mesh is going to cause problems with noise in the shadows and a general muddiness to the bounced light.

    EDIT : On second thought, maybe consider a set of bars on the window with a mostly opaque glass texture behind it? That would give you a bright light source, a decent shadow caster, and you wouldn't have to worry about what was outside that much since it wouldn't really be visible.

    Crazed scrawlings on the wall would add some story telling to the scene. Even just scratches counting down the years or whatever.

    Most of the textures in the scene are the same color/hue. They look good but you might want to vary things up a little. Dark the floor a little to draw attention away from it, shift the sheet color (at least slightly) away from the rest of the bed color,

    Double the size of that speaker mesh over the door. Fill up that negative space around it.

    Watch the brick on the inside of the window cut out. Either meticulously align it or change it to something else. Misaligned brick is a magnet for the eye.

    One thing to try, from a "framing the scene" perspective would be to darken up those corner chunks that you have in the scene. They're there already in geometry form, so giving them a darker or different texture might offset the scene a little. Not sure, but it's worth a try. These things:

    Last edited by WarrenM; 08-12-2012 at 06:36.

  3. #3
    Junior Member danpaz3d has no reputation around WoLD yet Reputation: 0 danpaz3d's Avatar
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    Instantly reminded me of the hospital room in Silent Hill 2 where Maria has a 'rest'. Awesome game.

    Looking good! Agree with WarrenM comments. Main thing would be to up the res of the lightmaps and make the sun much brighter considering it's day time.

    Keep it up!

  4. #4
    Junior Member Allien has no reputation around WoLD yet Reputation: 1
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    Wow, perhaps the first time I see such a good and objectively critical of the direction of my work. Thank you very much for your advice!

  5. #5
    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    Wow, awesome feedback Warren.

    My main crit on this was that nothing really drew my eye into the scene. Probably down to the hue of your textures so possibly adding a bit of variation on that front might be cool. For a quite test you could even do some colour grading to try out some fresh variations and go from there.

    Really like the scene though, great modelling and texture work!

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