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Research & Development

Reference shows lots of cool scifi scenes from movies and games as a reference. The research into subject matter is a bit on the loose side, and the title making it a repair ship shows mostly in not-too-aggressive shape language and color palette usually associated with construction vehicles. From what I know, most of the design work also for movies and other games comes originally from real-world in terms of functionality and then gets a shape language of something else implemented into it.

Creative Art

The scene is packed with lots of detail, there are many things to look at, lighting shows many aspects of the scene. Assets look interesting and the design of space looks intriguing. Functionality and reason for the detail is a bit on the loose side. Ratio between smart materials works, and the color palette gives a cohesive impression

The scene works well, but is definitely asking for a bit more polish and diving deeper into materials and bakes and how they work in the engine. When it comes to polish, you might want to also revisit scales of things and make sure to have the nice ratios, that you have going on with palettes and materials, going on with also those and in population of that detail.

Technical Art

Polycounts are mostly on par with game art. Some rounded surfaces might have a bit too much roundedness. The delivered content shows a lot of Materials without Material Instance workflow, which affects shader compilation times. Most of the materials also seem to be using unique textures; it's okay to use only a couple of tiling textures and trims along with some unique textures for props.

Documentation

The documentation showcases creation of assets, steps to produce the final work and well written thought process and reasoning behind calls in the scene. It's worth maybe noting that it would be a bit easier to read through all of it if it was packed into a single document. The delivered project file also seems to be maybe missing the level file, from what I can tell, for closer look, and objects might have a hundredfold scale to them but they are cohesive and consistent of size.

Final Presentation

Renders are of high quality, the compositions work and everything reads well. Nothing is being tried to be hidden from the viewer, and it's easy to read what's going on.