nub wrote:That ground plant in the 3rd and 5th screen shot sort of sticks out like a sore thumb. It's so green while the rest of the scene is more...brownish. It almost looks like a tropical plant to be honest.
The ground texture in the 5th screen shot could be much larger. As it stands, it tiles like crazy and makes the scene look strange. The brick textures you use also tile like crazy and really brings the quality of your scene down. You should definitely try and correct this by fitting textures better or using higher resolution textures if the ones you currently use are just too small.
The indoor areas are rather bland, and could use another tier or two of detail. Stuff like random clutter lying around. Decals on concrete walls never hurt. You don't have to make the scene look filthy dirty or anything (though that's honestly the "quick and easy" way of detailing a room). Just anything that fits well with the scene and helps break up the simple shape of the rooms helps
The white steam rising from those rocks is really ugly in my opinion. It's so bright and opaque, thus it sticks out like a sore thumb, plus it just looks plain unrealistic. Is that a cheap env entity effect? You should take up learning how to create particle systems, as they're fantastic for creating atmospheric details such as steam rising off a body of water, and cascading water and whatnot. Otherwise, you could always find someone who's good with the particle editor to help you out with a few effects. I know a few people here are good with the editor; Jangalomph definitely is. You could ask him if he's got some time on his hands to help you out in that department when the time comes.
Overall it could use some visual polish but it's looking pretty nice so far. Don't get discouraged, because even if you scrap your project in the end, you still learned a lot in the process, right? You said so yourself that this project presented you with a lot of unknowns which you had to work with and learn to overcome. That's more valuable than anything in my opinion.
Thanks nub.
You've highlighted some of the issues that I've had myself. I've just found it hard to place my finger on them prior to this so thanks.
The second screen to have the steam/smoke has a reduced alpha which makes it look a bit less gross. I did realise it was too bright with the HDR so reduced it a bit. I just haven't had time to change it and compile it in the background map yet. I might try making it less white.
I did actually try making some grimey decals for the building but for whatever reason, when I applied them to a surface they'd have a gross, blobby white outline. I made sure I had created the alpha layer properly to be sure but eventually I put this to the side. Maybe some further time is required on this.
I shall take everything you've said into account. Thanks again for taking the time to give some feedback.
Like I said, the project is actually due next Thursday so for now I'm going to focus on finishing off the maps in terms of their structure. With whatever time that I have left after that, I will try and address some of these issues.