Hey!
First off, I just want to say that this is a very beautiful showcase. I love the mix of low-poly and smooth terrain. Makes for a good bit of contrast. BUT you did ask for some very harsh criticism and I volunteer as a QA tester, so here’s some things I noticed:
1) INCONSISTENT STYLES
You seem to use a mix of smooth shaded and flat shaded models. Here’s a few examples:
Examples
A) This cannon and these bombs right in front of it. All the bombs in the map have that smooth-shaded look.
B) This pitchfork
C) These particle effects.
All three particle effects have radically different styles.
D) The hats the NPC’s are wearing, and by extension the tools they have.
NPC’s switch between having smooth shaded hats like Classic Fedora and custom flat shaded hats like this NPC’s traffic cone.
Also the wand they’re holding as well as the sword this blacksmith is forging are both smooth shaded.
E) These mushrooms. For some reason 1 of them is smooth shaded while the other isn’t.
F) This noob head shield.
Given how the bulk of the architecture is very rigid and flat, having objects like these that are very smooth and round makes the entire place seem unfocused. For the particles, I suggest having more simple ones that fit the aesthetic. Having hexagons for the smoke coming from the chimneys is one change I’d suggest experimenting with. Also have the particles from the chicken leg and cauldron reflect that simple aesthetic.
As for the models themselves, I suggest changing all of them to flat shaded models. The building itself is supposed to be low-poly and some of the tools, like the blacksmith’s hammer, reflect this. The ones that do fit in perfectly while tools like the sword and the pitchfork stick out like a sore thumb. I’d say make all the tools, and by extension the hats and any other props, have that very blocky aesthetic! I feel the place would look better, and more focused as a whole because of it.
2) BUILDING BUGS
Some of these aren’t super noticeable, but there’s a few massive ones that you’ll definitely want to fix ASAP:
Examples
A) Trees in weird places.
Thankfully, there’s only a couple of these, but they’re in really bad spots. The first one involves a tree whose leaves slightly clip through the wall. That dark tree right up against the castle wall is the one in question.
Taking a closer look reveals this:
Not only that,but this tree is a double offender as it also happens to be slightly floating off the ground:
There’s also a second tree that got stuck in a wall. This one’s much easier to spot though. It’s behind the castle with the blue halo in front of it.
Either deleting the trees or moving them will be sufficient fixes.
B) Floating rocks.
There’s a couple of them that I noticed and both of them are by the caves. Here’s a few screenshots showing where they are and the floating in action (Sorry this is the best I can do with the limited zoom distance):
Rock 1
Rock 2
C) The house that hates terrain
There’s one house outside of the main castle area that seems to not be a big fan of terrain. Here’s where it’s located:
This house is special for 2 reasons:
- It has terrain inside of it
- It seems to be floating in the back (sorry these are the best screenshots I could grab)
(It’s also floating in the back. I couldn’t upload the gif without getting an error, though).
D) Floating trees
This one’s interesting. First let me show off the tree that’s easier to see (The tree in front of me is the one in question).
The next one however involves many of the trees in the castle.
So to the right, all of the trees are pushed into the terrain. Those trees are fine. The problem comes with the ones to the left that aren’t pushed into the terrain. Every single tree in that area is slightly floating above the ground. For the sake of example, I’ll only post one, but trust me when I say all the trees by the houses in the background are floating above the ground:
I’d suggest moving those trees down into the ground a bit.
E) Noob head
You can see the back of the noob’s head if you angle your camera just right. This applies to all instances of this model:
Not sure if you can fix this one easily. Maybe just extrude the shield back to cover up the head.
F) Walking off the map
I’d suggest adding invisible walls so that the player can’t walk all the way to the edge and do this:
It also makes it so that the floating trees outside the map don’t look like they’re floating if you have walls preventing the player from climbing up the cliff.
Most of these are just standard building bugs that ideally shouldn’t take too long to fix.
3) MISC
These didn’t really fit in either category, I just found them to be a bit strange
Examples
A) Well particles
This well emits a lot of particles. I’d suggest reducing the amount of particles it emits or removing them entirely.
B) Low-res texture
This is just a product of having a decal on a very large part. I’d suggest having a neon ring here instead, or even keeping the decal but adding the neon ring to help hide the artifact
That’s most of the stuff I found. I have some more screenshots as well if you’d like to see them. I also want to reiterate that I think the showcase is really good as it is, but it can definitely be better if the things I posted get addressed.