Results
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Good choice of subject with lots of creative scope
- Lighting could be improved with some alternative light sources such as candles, some atmosphere with slight fog would be good too.
- The overall look is very clean, would be nice to have a more rusty, old, worn, dusty look to suggest the age and use.
- The download was very big, important for real time environments things are optimised in texture, geometry etc.
- Important a door is included to show where access to the hut comes from.
- Improve collisions as character floated above lower floor.
- Recommend heavily optimising geometry to make scene lighter, the lamps in particular were extremely high poly for a real time environment.
- The roof beams intersect with the wall geometry would be nice for parts like this to have model detail that shows how construction would work in real life
- The guns looked to have some nice detail but could be improved with more of a bespoke texture that didn't have as much tiling and also not looking quite so new.
- In the screenshot showing the guns suggest making the table have a higher resolution texture, important texture detail holds up at specific views, either more res on the table or less on the guns.
- The design of the split level space doesn't look high enough to be another floor, suggest modelling it hide the lower floor sides to suggest its split level as its on a hillside.
Submission Title: Bounty Hunter’s Retreat
Submission Tier: Search for a Star
Assessor: Dominic Shaw Artist @ Firesprite
Research & Development
You have done some good research and I like that you found additional reference for all the assets rather than just using the concept that you had. I would have liked to see some time management stuff such as asset lists and time plans has these help a lot with the development of the project.
Creative Art
I think that you have done well getting all props in required for the competition and I like the fabric that you have done in the scene. I think that the environment could do with more of a focal point so that you know exactly where you are meant to be looking and what the main prop is. I think that the lighting could do with another pass to get more shadows in places such as the corners and you could have even added a window or two to get some nice light shafts coming into the scene which will add another layer of interest to the environment. I know that this is an attic space but can still have windows in them.
It would have also been nice to see more dirt and grunge in places but overall, it’s a nice environment with some good story telling elements such as the reward posters.
Technical Art
I think that you have a good understand of the pipeline but there are just some areas that still need improving to make this environment as good as possible which I will talk about below.
The main thing that would have helped this project is by making it more modular, you have made the walls modular which is a good workflow, but you have modeled the panels into the mesh when this isn’t needed. You could have just mapped your tile-able wood material to a flat plane which would have got rid of the black lines going across the environment as no light would be shining through.
You could have also made the wooden beams more modular rather than one big mesh and then just run a tiling texture over them. There is currently a lot of UV errors on this mesh that could have been solved but mapping the UV’s to a tiling texture.
There are some nice props in the scene, but you need to be more careful to not make the normal map so intense on some objects such as the guns. There are also some high poly meshes that could be made a lot lower poly count such as the pistol. Keeping low poly counts will help to optimize the level so this is important to keep in mind.
Other ways you could have help optimized the level is by channel packing the ambient occlusion, roughness and metallic maps into one texture which would look like this:
• Red Channel- Ambient Occlusion
• Green Channel- Roughness
• Blue Channel- Metallic
Then make sure that the texture compression is set to ‘Masks’ for this texture.
Documentation
There was a nice breakdown of each of the props and I got a good insight into your workflow, but it would have been nice to also see a good breakdown of the materials.
Final Presentation
There are some nice compositions in the final images with a nice range of establishing and close-up shots of the environment. You have a good basic understanding of the pipeline and now it’s just about improving each stage of the process. Moving forward, I would suggest doing another lighting pass of the level, optimizing some of the props and make the normal maps more subtle.
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