Great work so far. Love the modeling, texturing, lighting, and overall design of the map. I don't need to tell you but some of the models (Like Lights) are painfully obvious that they are UDK assets. They stick out like a sore thumb against your work. I have the same issue in my current project. Speaking of lights, your lighting is in need of a little TLC. You can make out the textures and basic shapes for the most part. Some areas are a bit to dark though. Again, my current scene has a couple areas that are also to dark. I almost have my lighting correct but when lighting a dark scene it takes a lot more lights than a bright scene. Finally, I was not really digging the light shafts. They just look out of place in this environment. A bit of bloom is OK but it was way to overpowering and really threw off the whole scene. Overall great work, just a few minor considerations to help you make it better.
One more thing I was noticing, the initial hallway is a bit long. This can be done right if you can provide cover for encounters, maybe areas to hide along the sides, any alternative rooms that might split off to give the player some alternative, or some puzzles. Otherwise it would get boring running down such a long hallway. Above all a game must be fun. If there are lots of hallways without alternative routes for exploration and choice then the game will quickly get old. I know this is most likely a personal piece and not becoming a full blown game but it is always good to get into good habits.
phạm quốc anh Nice to meet you as well. I certainly enjoyed looking at your work. Sorry, I was still on critique mode as I was just critiquing the other students in my class when I responded to you. I am also in school for game design. I know the project I am working on is a different style than yours but I noticed a lot of similar things going on with lighting and texture quality and Level design concepts. Your Level reminded me of what I am doing so I guess I just wanted to share my thoughts.
Great work so far. Love the modeling, texturing, lighting, and overall design of the map. I don't need to tell you but some of the models (Like Lights) are painfully obvious that they are UDK assets. They stick out like a sore thumb against your work. I have the same issue in my current project. Speaking of lights, your lighting is in need of a little TLC. You can make out the textures and basic shapes for the most part. Some areas are a bit to dark though. Again, my current scene has a couple areas that are also to dark. I almost have my lighting correct but when lighting a dark scene it takes a lot more lights than a bright scene. Finally, I was not really digging the light shafts. They just look out of place in this environment. A bit of bloom is OK but it was way to overpowering and really threw off the whole scene.
Overall great work, just a few minor considerations to help you make it better.
yep/ this is project in school so i used models Lights of UDK.!!!
Thanks . Lights. i think i need UV light map will better
This is just the first time. My project should not be done well.
I hope next time will be better
One more thing I was noticing, the initial hallway is a bit long. This can be done right if you can provide cover for encounters, maybe areas to hide along the sides, any alternative rooms that might split off to give the player some alternative, or some puzzles. Otherwise it would get boring running down such a long hallway. Above all a game must be fun. If there are lots of hallways without alternative routes for exploration and choice then the game will quickly get old. I know this is most likely a personal piece and not becoming a full blown game but it is always good to get into good habits.
thanks u feedback. i will try.!! nice to meet you
Project Survive
Final project.!!
phạm quốc anh Nice to meet you as well. I certainly enjoyed looking at your work. Sorry, I was still on critique mode as I was just critiquing the other students in my class when I responded to you. I am also in school for game design. I know the project I am working on is a different style than yours but I noticed a lot of similar things going on with lighting and texture quality and Level design concepts. Your Level reminded me of what I am doing so I guess I just wanted to share my thoughts.