Tell me your opinion on how to make my Building looks better

Currently I’m making a tower defense game lobby and this is my progress so far

Here is the Spawn Area

Here is the rooms where the players can teleport to the game

And Here is the Shop Area where you can buy more towers

Tell me how do i improve this? Like what texture and colors should i use. Thank you!!

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Theres no correct answer, you must keep doing things and see if it works… Trying out new techniques, etc. Theres really no correct way to tell you how to improve your building. You just keep building and building.

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yeah it depends on your liking but heres my personal opinion on it.

Personally, imo

if your going for a retroish style

First image

on the first image the walls have two colors light red and white, i think if theres already a light color to make it more interesting u could change the other color to a dark color like for example the wall on the bottom is red the top is black, this is commonly used in tycoon games.

you could also put some neon parts to glow up the room, idk either if u use low graphic or it is just bright in the picture but either way a neon part surrounding by a dark part seems like a good thing like theres neon on front of the red wall or smth.

Add decorations to the spawn area, the spawn area looked too bland and a bit empty add some decorations like crate or character or whatever.

U should probably add a color correction to the lighting and adjust it so it has a more retro vibes.

Second Image

Imo, the room is bright. Try make the room parts colors as dark colors so not all spots is that bright. if you could, add simple volumetric beam to the light so it has realistic light effect.

Doors are the not good thing in tds lobbies imo, cause it lacks some interesting stuff you could add, if u see other tds games lobby there are mostly no doors, try add an interesting stuff like an elevator or vehicle to the entrance point and make a green zone-ish transparent part surrounding the entrance point.

Thats my opinion as of my experience but the guy on top is correct it depends on your likings, trials and errors, etc but this is my opinion if you like you like :+1:

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Look Nice you are project working a very Hard

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in my personal opinion your building is actually awesome

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Thank you so much for the suggestions and the compliments guys.!!You guys are amazing!! :smiley:

For the doors, i tried to make a diffrent aproach. So, when the player touched the door they will be teleported to inside the meeting room witch gonna teleporting the players. Also I’ll go for a bit futuristic style but still keep the feeling of present day military base bunker style. Thanks For The Sugestion Btw !! :smiley:

There are a lot of things I see that could use improvement in your scenes. I’ve grouped my feedback together in a couple categories. I have a lot of feedback but don’t take that as a bad sign. The more feedback there is, the more you’ll learn.

Padding, margins, outlines & contrast

A simple way of making rooms prettier and easier to read is to add transitions and avoid plain walls. E.g. adding a darker outline to the red paint in the first picture can amplify the contrast between the red paint and concrete walls, making the walls feel less empty.


Quick example

You can also add skirting boards at the bottom that have a consistent & contrasting colors to clearly mark the border between ‘wall’ and ‘floor’.

Also make sure that the padding & margins you use are consistent. For example in this area the beams have inconsistent thickness, making it feel unnatural.

image

Consistency & level of detail

On top of the previous tips, make sure that your build has a consistent level of detail, and that you follow rules consistently.

For example in the area below you are using green and red - two colors you don’t use anywhere else. Plus the saturation of these colors is inconsistent with the rest of the build. The font used is also different from the font of the numbers above the doors. The walls use a noisy pattern I don’t see anywhere else, which makes it feel out of place. Plus the door knobs are minuscule compared to other elements, at which point you may be better off removing them. So in just this area alone there is a lot you can improve.

Use of color & lighting

Colors can make-or-break a scene. The lighting in your scene is very flat. Making some areas darker and brightening other areas with lights can help set a mood and draw attention to interesting spots in your map. As for color, I already touched on this a little bit before but I would recommend choosing a consistent color palette. There are different schemes you can use for different purposes. Some common ones are these:

In your case a ‘Triad’ scheme would fit pretty well as you already use red and blue a lot, and some yellow warning labels here and there. Any other colors should be avoided, so remove the brown crates and maybe use blue barrels instead.

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Thank you for your amazing Feedback! At the Consistency & level of detail, the players and the countdown is function like a computer screen to tell the players how many players in that room and how much time left in the count down before they got teleported so i think the diffrences between the color and the font from the Room Number is alright and it’s intentional. So i won’t change it. Meanwhile at the Padding, margins, outlines & contrast, I can see how this will improved my building so thank you!! I just want to ask at the Consistency & Level of Detail, What textures and colors that i can use to fix the noisy wall patern?