I’ve been working on a pretty detailed dungeon that will be in my upcoming horror game, and I’d want some input on one of the corridors I’m doing the final touches on as I feel like it looks a bit empty and would like to fill it up more with some extra details here and there while still maintaining a great minimalist design if that makes sense.
As you see, pretty simple stuff and nothing too crazy that I’m going for, but it feels a bit too simple at the moment. What extra details would blend in well with the surroundings that could add just a little bit more to it? Please let me know what you think as I would appreciate it!
Edit: Oh and I forgot to mention that the bright lighting in the images isn’t from the actual game, it’s a camera plugin that I use while working in dark areas that brightens the camera. To give you a better idea of what the game is like, here are some in-game images:
Dungeons, idk how the context is but, adding broken parts ( ruined rocks, broken segments ) would add more enviromental aspect, to make it look kinda ''abandoned"
It’s horror, but i don’t know which theme is, that’s why i said adding broken segments from the walls would fit…
I don’t particularly like the colour of the walls, something a little more dark to make it look more ominous and intimidating. Build is good though, add some cracks and maybe some floating dust to make it feel old or something like that.
Yeah I know it’s a texture from a PBR pack I’m using and you can’t really change the color to them but was the only one that fit with what I was going for. Thanks for the feedback!
Old buildings have roundish, unsmooth corners/edges. I think it would look better if these edges/corners were less straight/sharp and more uneven, smooth-ish, and add like dust in the corners
What I think would make the dungeon 10 times better is if the walls, ceiling, and floor weren’t so flat. That’s what makes it look not realistic. You could change this by, in Blender, building a wall by extruding many cubes and changing their sizes. Also, an extra to this, is that if the walls aren’t so flat, and instead have “surface”, shadows will be created by the bricks that come out more or are more inside the wall. Shadows are a pretty big clue to horror.
Some portions of the wall look rather stretched, I would also urge you to play with the UV offset so the tiles are continuous around corners. Like mentioned before I’d also advice some rounding up top. Maybe some grates on the floor and the floor not perfectly flat everywhere, preferably with the grates at the lowest points. Back in the dark ages they had no vaccuum cleaner so every room they cleaned they’d do with a mop and bucket. ~maybe also a suitable prop to place somewhere
I agree with a lot of the comments. But i think it would help to consider your lighting more.
Use more than one light source and try and get the lights to fade over much larger distances. I suspect you have a short range and high brightness (which is creating a sharp cut off for the torch light).
Try lowering your brightness, increase your range and add more lights. Also change the colour of the lights a bit - although flames are yellow, the light they give off is more orange or red on the object (so trying to make the colour of your light match the flame is making the walls look green, because its mixing yellow and grey/blue).
Oh no, I must’ve forgot to mention that the reason the lighting looks bright is because it’s a plugin I activate for the studio camera for when working in dark areas, it’s not the actual game lighting. Here’s an image of the actual game though so you see what it’s like: