Hi y’all,
Looking for feedback on the first of many environments i’m making for an upcoming ARG. The center area and back end feel bare in my opinion, though I’m not sure what to add that would complete it visually. Any and all recommendations will be appreciated!
Maybe add some fog/mist particles?
I’m experimenting with particleemitters already with the leaves and specks, though i’m having a hard time getting mist to work right. Any tips for that?
Well, I would have to know what’s not working right. How does it differ from what you want it to be?
Mostly in that having a thin smoke emanating from the floor of the whole area - my initial solution - looked awful. I’m struggling more in terms of visual result, not so much the nitty gritty. Should I have particles spiral outwards, or emanate from the sky, etc.
Like basically, how would you tackle it?
Ok! I’m going to try some things in studio real quick. I’ll get back to you after!
Alright. I would just get like a fog emitter and like place it all over the map. Use Ctrl + D to duplicate them and move them around the workspace.
Here’s a link to an emitter I found and liked!
Hope you like it!
Looks good, i’ll try it out!
Other than that I’m really blanking on small decor, since the front area feels super complete and intricate compared to the bland opposite side.
Hmmmmmm. Maybe add some benches on the open grassy areas? Idk. I think some flowers on the tombstones would also look nice
I would say to add some different tombstones, they are almost all the same, and in real life, it is very rarely like that. Maybe add some black parts on the tombstones to represent lines of words?
You could also add some tall grass, flowers, rocks around, etc.
I like that! Those are some nice ideas
[All images I’ve mentioned by a count are counted from top to bottom]
Image1;
→ Lack of shadows, perhaps give more shape towards the graves.
→ Tombstone outside of the grounds,
→ Alt. Ground being not flat around the graves, so it feels like the grave was just recently dug up.
→ Flowers, rotted or grown around the graves.
→ The Grave shaped more circular to make it clear that it is a graveyard.
→ Make a few graves unique to each other so they would feel right.
Image2;
→ Too strong of a blur, people will feel bad with the blur always in front of them.
Image3;
→ Same as the 2nd, too much blur.
Image4;
→ Lack of QoL, improve it by adding a bunch of trees in the background on top of the rocky walls.
→ Practically the blur is set up so high, to the point where the entire screenshot is blurred.
Image5;
→ That building in the centre is just simply in the open lacking the detail around it. It feels like it doesn’t belong in here, or at least it gives off the impression.
Image6;
→ This looks nice, but I would suggest to perhaps add minor detail such as rocks as it is within a cave and giving it a more broad impression of a small tight cave will give players a more intriguing impact to their interest.
Thank you for the in depth suggestions! I’ll definitely turn down the depth of field, and add the grave dirt and flowers, and more background trees. I’m particularly struggling with the central tomb, though, as I can’t find any detail to encircle it that looks nice. Would a fence or thinner path look nice? Or maybe just a bunch more flowers?
I’m taking it that the 5th image is the tombstone that is mentioned.
Since that tombstone is unique to one-another, it should be considered that it should have slightly more detail than the other graves. So in order to do that, it would be for the best to give it things suggested;
→ Candles, lighted or not.
→ Statue of the character on top of it. (gives a good chunk of spoiling when it comes to lore, good impact)
→ Possibly some these brand chairs some graveyards have, not sure about it.
→ Bigger patches of dirt (compared to the normal graves*) around the tombstone
→ Text on the sign modeled or either written through UI with the help of TextLabel.
→ Hidden lore behind the tombstone with perhaps a small note providing a hint or a message.
→ Like mentioned by you, some protective fences around as a sign of importance to the character.
In terms of some additional things I’ve come up with;
You could make the pathway not look straight flat, but more slightly demolished on it’s corners.
[quick sample]
- The tomb is intended to be a reference to the 2008 Halloween event, hence the shape of the altar in the cave. Upon typing ‘riddling’ in the chat and walking into it, the player receives this area’s badge and gets kicked. Perhaps the note could depict the Riddling Skull accessory, which Roblox distributed to winners of that old event.
- Candles on the outside are a great idea - I forgot to include an angle that shows it, but on the opposite side there’s a padlock required to open the tomb. The reason for all the graves is that three of them (always the same three for now, trying to find a way to have it be three random ones) have each an encrypted word on them, and the three, decrypted, spell out “ALAS POOR YORICK.” The code is found by taking the amount of times each word was shifted through the alphabet (if you know what a Caesar cipher is) and punching it in the padlock.
- I was considering a statue on the far end of the graveyard, I’ll see how both possibilities look.
*That path design is great! I’ll try a similar thing and see how it looks.