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Subway Portfolio Project

Discussion in 'Works In Progress - Archive' started by Stopsecret, May 2, 2014.

  1. Stopsecret

    Stopsecret

    Joined:
    Oct 31, 2012
    Posts:
    70
    Hi guys!
    Here's a portfolio project I've been working on. stretching into the art realm a bit more than usual ;)
    It's set in a totalitarian regime subway. I let you can guess what the flag was influenced by...

    WEBPLAYER LINK

    $shot1.jpg
    $shot2.jpg
    $shot3.jpg
    $shot4.jpg

    Enjoy!
     
  2. LMan

    LMan

    Joined:
    Jun 1, 2013
    Posts:
    493
    Looks really good! I Especially like the reflective floor.

    It's a nitpick, but the seam on the bottom edge of the flag is visible.
     
  3. shaderop

    shaderop

    Joined:
    Nov 24, 2010
    Posts:
    942
    Looks great. Made me consider enlisting for a very brief moment :)

    In addition to @LMan's note about the flags, I think some of the bricks on the floor could lose the hard edges and the blurry textures.
     
  4. THoeppner

    THoeppner

    Joined:
    Oct 10, 2012
    Posts:
    205
    The scene looks nice. Some some points to get a little bit more realism:

    - The bricks on the floor are looking huge compared to the bricks in the wall.
    - Where come these huge rocks from? The ceiling is totally without damage.
    - The scene looks much to bright for the lamps. Maybe you should dim the light a little bit.
     
  5. aled96

    aled96

    Joined:
    Mar 9, 2014
    Posts:
    39
    Wow, it is beautiful :) there are a lot of details that make this environment very nice :D
     
  6. indiegamemodels

    indiegamemodels

    Joined:
    Jan 25, 2012
    Posts:
    269
    It's very nice!

    As mentionned above, be careful with the textures scale!
     
  7. Stopsecret

    Stopsecret

    Joined:
    Oct 31, 2012
    Posts:
    70
    Thank you! Good point, I should probably just set the texture to clamp...

    Thanks! Yeah, I guess I did rush through texturing those rather quickly... I think the hard edges are due to Unity's lightmapping.

    very good point, the bricks should be scaled. As for the huge rocks, those were just supposed to be pieces of trash like what's on the floor.

    Thanks! :D

    Thanks!