Hey there Guys! I created a hospital corridor within 3.5hrs and I’d like some feedback on this corridor from you guys! I was able to finish this corridor with some meshes and it really helped me ^^; Here are some screenshots of the corridor
stretcher wheels are too close together, the boards that say stuff should be improved so the text is more upwards, and yeah for a mid poly thing it looks good except for the neon windows and stuff like that.
Not bad, but there’s a lot that could be improved upon.
To begin with, I highly recommend sharing screenshots of the maximum lighting quality level of a build whenever possible - you can change your lighting quality level in Studio by going to File → Studio Settings → Rendering and clicking on the “Edit Quality Level” drop-down box.
Additionally, the lighting of this really does let it down somewhat. It’s peticularly noticable with the furniture, which is casting no shadows on its environment whatsoever, and the lighting being blatantly too consistent. I’d recommend reducing the power of your lights and making sure they have shadows enabled, as well as playing around with the properties of game.lighting and the postprocessing effects (Depth of Field, Color Correction, Bloom, Blur, Skybox (Sky), and atmosphere) in conjunction with the GlobalDiffuseScale and GlobalSpecularScale of your place. Personally, especially if using the Future lighting engine (as opposed to Shadowmap or Voxel), I set Lighting.Brighness to 0 and both GlobalDiffuseScale and GlobalSpecularScale to 1 to take advantage of the indoor reflections provided by the Future lighting engine.