Slastraf Posted May 12, 2016 Share Posted May 12, 2016 I just throw that out here. Question is above , this does not seem to look that realistic, Any suggestions for the Level Design ? Im thinking about completely Modelling it in Blender like this : https://0.s3.envato.com/files/110313519/Sci_Fi_Tunnel_HD_prv.jpg But still , what shaders and else can I use ? Lightning ? Textures ? Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted May 12, 2016 Share Posted May 12, 2016 I'm no artistic genius but here are some ideas you could try. - Turn down the ambient light. In the scene tab I used 15,15,15 - Use a different texture for your ceiling and floor. You use the same one. - Make your floor the exact width of your texture. - Turn down your spot lights so the shadows are present Goodluck 2 Quote Link to comment Share on other sites More sharing options...
Angelwolf Posted May 12, 2016 Share Posted May 12, 2016 Remove spots and directional light. Turn down environmental light. , add a point light and adjust the colour to a light yellow for a softer glow. Look at your normal texture maps and tweak them. Consider texture alignment. 1 Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
Genebris Posted May 12, 2016 Share Posted May 12, 2016 And try shadmar's pbr shader. It will look great on metal plates. Also, image that you linked has more pipes and details like that, you should add it too. Quote Link to comment Share on other sites More sharing options...
SlipperyBrick Posted May 12, 2016 Share Posted May 12, 2016 You have some metal panels in there so you could put to use shadmars new shader that mimics pbr in combination with cubemaps and lightprobes to get more reflectance. Might need to tweak your materials to make it look good. Also your lighting is a bit to bright, as the other guys mentioned lower your ambient lighting. Also look in to emissive textures, sci fi scenes use them a lot to get cool lighting effects on wall panels and stuff and remove the directional light in your scene. 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted May 12, 2016 Share Posted May 12, 2016 This just happens to be on the front page right now. Look at the shaders Shadmar used: http://steamcommunity.com/sharedfiles/filedetails/?id=682474671 Quote Link to comment Share on other sites More sharing options...
Josh Posted May 13, 2016 Share Posted May 13, 2016 Your textures have details that clash with your geometry. You should use either neutral textures on those beams or have some interplay between your level geometry and textures. See Dexsoft's texture packs for examples of this: Or my own design, using a combination of CSG and some detail props. Notice that my design still flows from the textures: 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
vfn4i83 Posted May 14, 2016 Share Posted May 14, 2016 Try adding some details, and some environment effects. In corridors you dont have much to do, just play with zones of interest, and a lot of repeating elements. My take on it on the attachment, would play a lot on the lights. 1 Quote Link to comment Share on other sites More sharing options...
nick.ace Posted May 14, 2016 Share Posted May 14, 2016 Suggestions: You definitely NEED SSAO. Really it's a must for any indoor environment (but is great outdoors too). Add decals all over the place. Otherwise, the environment won't have character. Add bloom to make the lights shine more. But don't turn this too high. Like other said, make the ambient light darker. But also, I would avoid making it a grayscale color such as (15,15,15), but that's probably just my personal taste. Add particle effects unless it's supposed to be super clean. (Optional) DOF. I love it, but it's technically not realistic. It's more of cinematic effect really. 4 Quote Link to comment Share on other sites More sharing options...
Slastraf Posted May 16, 2016 Author Share Posted May 16, 2016 http://steamcommunity.com/sharedfiles/filedetails/?id=685870297 Updated Version. Still missing: various shaders , textures ligning up at the roof section More Detailed Props, Particles , light sources Anything more to add ? 3 Quote Link to comment Share on other sites More sharing options...
shadmar Posted May 16, 2016 Share Posted May 16, 2016 Use the new env-probes 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
xtom Posted May 16, 2016 Share Posted May 16, 2016 Wow, even as-is it's a massive improvement. Nice work. 2 Quote Check out my games: One More Day / Halloween Pumpkin Run Link to comment Share on other sites More sharing options...
thehankinator Posted May 18, 2016 Share Posted May 18, 2016 Your textures have details that clash with your geometry. You should use either neutral textures on those beams or have some interplay between your level geometry and textures. See Dexsoft's texture packs for examples of this: Or my own design, using a combination of CSG and some detail props. Notice that my design still flows from the textures: This might be a dumb question but how do you determine if a texture clashes with the geometry? Quote Link to comment Share on other sites More sharing options...
Josh Posted May 18, 2016 Share Posted May 18, 2016 My philosophy, and I am not great a artist, is that textures and props guide the whole level design process. Your level geometry should just spontaneously rise out of that. If the pieces you are putting together don't spark ideas, get better pieces. Textures aren't just surfaces of different substrates, they include geometric details like windows, doors, stairs, etc. that naturally guide the development of level geometry. Models aren't just discrete objects, they are precisely sized objects that can be combined in interesting ways to create repeating geometry that combines with your CSG brush outlines. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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