Play Scene
Carpenters Workshop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #12 | 3.500 | 3.500 |
Research + Development | #17 | 3.500 | 3.500 |
Overall | #27 | 3.000 | 3.000 |
Documentation | #30 | 3.000 | 3.000 |
Technical | #33 | 2.500 | 2.500 |
Creative | #40 | 2.500 | 2.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Good evidence of research and concept, you could try and work closer to your references for asset placement and overall composition to really sell the scene. I’d keep practicing your high to low poly workflow as there was a few assets that still had noticeable hard edges which could have been removed by a better utilised normal map. Detail on the assets is nicely textured, I like the subtle dirt and grime that has built up from constantly using the tools. Be careful when applying scratch masks and generators in Substance as they will cover the whole object which could look unrealistic. There’s some visible texture stretching on your wall, make sure all your UVs are properly unfolded and aligned. Improving the lighting could immensely improve this scene. Spend some time understanding lighting in Unreal and how it should be set up. Although you have a strong directional light coming through the window there seems to be a lack of bounce/ambient light which creates very dark and unrealistic shadows in places that should be well lit. I’d suggest increasing the intensity scale of your sky light. A good practice is to turn off auto exposure in the project settings which should give you more consistent lighting results. I’d also look into decal textures such as leaks, dirt, grime and cracks which could bring further variation, and another means of storytelling to your environment. Documentation was well presented. Overall, it’s a nice scene, good work. Hope this helps.
Challenge Tier
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