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(1 edit) (+1)

Research & Development

Documentation shows interest towards subject and making research a bit into real-life and a lot into other artist's interpretations of the subject. I'd like to see a bit more research into how constructions are made in real world for objects such as stairs and floor.

Creative Art

The presentations show an interesting contrasted scene which you want to take a closer look at. The material scheme mostly consisting of metal surfaces and color scheme comprising of whites and and blues give the scene a cold and cryogenic feel.

To me, the scene feels to be a bit too fed with detail, which results in it geting a bit heavy to look at for a longer while. Introducing more organic elements might soften the scene a bit from the untouched look. As an idea, you could maybe add some frost as decal or material blend. Small emissive lights of another color might also add a bit more spice into the mix, and giving structure, such as stairs, some real world structure to them as a base which could afterwards be more tweaked to cater the scifi feel. The props have interesting feels to them, but might use a bit of polish either through face-weighted normal method or bakes, and the wall modules would look better without broken normals.

Technical Art

It's a good practice to put it into a scene, set the volume to cover the space or check the unbound extent of it, and set the Lens - Exposure - Min and Max Brightness values both closer to 1 to get the default 'eye adaptation' feature of Unreal Engine to not interfere with lighting and material work. As you seem artistically capable, I'd suggest also experimenting with Color Look-Up Table feature, and maybe screen space AO settings as well to give the scene a bit more polish. Using Master material as well, and using material instances of it for rest of the materials is also a good practice. I personally use one for landscape master, one as prop master material and one as architecture master.

In terms of revisiting the subject matter, I'd like to also advice taking scales of different objects into account, as the walls for example feel a bit big with the default First-Person Blueprint. Some pivots are placed in a bit interesting fashion as well, which I'd like to see a mention of in the documents if done so for a purpose.

Where the props might need a bit more polycount or baking for extra interest, the wall pieces have quite a big of a polycount to go with them.

I like the pipe glow you did, and the light profile is something I should pick up myself, too.

Documentation

Documentation shows interest towards subject, shows different aspects of development and has nice closeup shots and reasoning to go.

Final Presentation

Final presentation consists of high resolution screenshots that have a nice level of intrigue to them.

Thankyou for looking, I certainly agree with the too much detail, so I think next time I'll throw in some organic modelling like you suggested. As for the technical art, I'm actually relatively new to Unreal Engine, so your feedback is extremely helpful in terms of things I can use in the future. Thanks again.