Feedback on Build

I was practicing my building and made a really small low poly cartoon style city, and I’m hoping to get some feedback on improving it .


I just want suggestions on what more I could add, to make this city seem complete.

10 Likes

The buildings look great!

you could add some manhole covers.

But on the beach the trees are too chunky. You could make the beach more of a gradual slope.
also you could make the crosswalk have less thick lines.

2 Likes

To make it more fuller try placing a few objects in the back of the city so it could make it less empty low poly city’s usually have sidewalks in the back of the building giving it. A better feel the grass in the back doesn’t look that appealing. However, I have a few suggestions for you:

Try adding a few shop or cafe signs such as outside signs, plants, benches, etc. You can give your map more details such as adding a few houses in the background or something to fill in those empty corners cartoony builds tend to have brighter colors would look nice with the overall design of it because it looks rather dull experiment with brighter colors and use of lighting.

I’ll play with the objects you can insert into the lighting settings, such as, Ambient, Brightness, ect. You should. Play with the brightness in the lighting tab: You could also play with other settings in there to get the theme your trying to achieve. Using a image to get the full design could help. Regarding, it’s pretty decent.

3 Likes

I agree - I like the theme and style of your city but the “palm” trees on your beach look a bit chunky. I think you should try what @No_b2 said about making a gradual slope.

2 Likes

Like how you did the map but here is what’ll make it better:

  • Since its a lowpolish map, maybe do compatibility lighting?
  • Mess around with the new lighting system roblox made or any other lighting effects, lightnings make the game much better to see!
  • For the beach part, maybe make the umbrella like how a umbrella looks like, tilt the side wasy etc

Other then that, love the work, fantastic job! :+1:

2 Likes

Maybe change the skybox and use better lighting and the thing that the other people said

1 Like

Hey there, Kool.

This is a really nice build.

Here is some feedback on how to improve just a bit more:

  • Try to adjust/enhance the lighting a bit more so it gives the game more quality.
  • The Palm Trees on the beach dont look right, Maybe try adding some different ones and a slope, As @No_b2 stated.
  • Play around with some things and add a bit more objects into your city, to make it look more interesting.
  • Try to spread out the shades on the beach, Maybe play around with it until your happy.

Other than that, This seems like a great build.

Have a Great Day!

1 Like

Hi koolkat, I love the build overall. It could be even better with a few things.

  • First off, the buildings (and/or its colors) are a tad bit bland. I would suggest basing some off of this pic.

    Why you may ask? Well the answer is simple. When you’re building cartoony/low-poly things, you’re going to want to use vibrant colors to bring out the best in your build and bring it to life. And as for the structure of the buildings, you could add some more details, perhaps a balcony, something along those lines.

  • I’d also strongly suggest adding more detail in the city as well. You could add some bikes, cars, benches, trash cans, fire hydrants, light posts. All of these will provide sense and detail to your build.

  • Probably one of the most important things that should be mentioned: the lighting. The lighting can be improved. Perhaps add a colorCorrection effect and make the TintColor a bit of tan, and then make the brightness to 0.05-0.1 (don’t make it too bright). This will make your build vivid. You can also play with and saturation, contrast with ColorCorrection. You can also add a bloom effect but don’t make it too intense. In the normal lighting properties, you could work with ambient, Environment properties, etc. they’ll improve lighting in general, so make sure you try playing around with those. :wink:

Thanks for sharing your creation, I really like it and I hope this helps!

1 Like

Compatibility lighting isn’t the best, I don’t know why you think he should use it. It’s pretty bland. Voxel is the best type of lighting unless you want some shadows, which would be shadowmaps. You can ask any builder or lighting specialist and they would say voxel or shadowmap. I hate to disagree with you but it’s true.

Really great eye-catching city. Really like it also. :clap:
I rate that a 9/10

You should try adding NPC’s to the city making people want to stay in your game for a longer time.

Keep up with the amazing work! :tada:

1 Like

Heres some things I noticed that may be able to help you;
The town is very small
Terrain is quite basic looking but fits for the most part
Crosswalk is off centered
the (shop?) is quite small but the door is big
Fix the shadows of the town (example, street lights)
Finally I’d suggest adding details like stop signs, fire hydrants etc.
It’s a sweet little town but I would definitely make it larger

1 Like

You could add a few more buildings and make the palm tree leaves less chunky (the trunks look fine), other than that it looks great!

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it doesn’t look too bad, but you really do need to improve on your buildstyle, as it’s extremely blocky, hosts poor scaling and overall isn’t too appealing, you really need to look at what “top level” builders are doing in order to make their maps look so good, I’d suggest for maps that use a cartoony style, using lighting.technology.compatability instead of shadowmap, as the shadowmap brings out the darker colours which you don’t want in a map that uses a cartoony “lowpoly” style. I can also see that most of the buildings are basic blocks, you don’t want this, you want all of your buildings to have more “advanced” shapes to it. If you take a look outside your window, whether you’re living in an apartment, house, penthouse in the city, you’ll see outside that no buildings are just “blocks”, they all have a specific and unique shape to them.

1 Like

I suggest working on scaling. Building 1 (1 story) is almost the same size as a 2 story building. With building 2, the door is half the size of the building. Work on scale, and the building will be awesome.

Hope this helped!
Happy Developing!

1 Like