UPDATED | Atrium lobby feedback

I need feedback on this non-textured atrium lobby I did similar to the Mirage in Las Vegas


9 Likes

Trees kinda perfect match for real life trees.
I rate it! 10/10

Thank you! That means so much to me <3

1 Like

omg bro it looks sick what bout the dome and stuff and make the floor look more like sand or concrete or whatever it is

I haven’t put the dome over it yet because of some of the restaurants that are next to it

1 Like

Ngl this look nice, keep it up :stuck_out_tongue:

Ngl it rly looks good. But in my opinion it wud b better if there was a variation in the color of the leaves. Rn, everything has a dark green color, mayb add a lighter green for the bushes? But hey, its just a suggestion. Overall grt build.

Thanks man, I really appreciate it :smiley:

That is amazing! :no_mouth: I love the detail!

and if u tryna make it look like the real thing my the floor reflective.

Not bad at all, but there’s still room for improvement, most notably in textures and lighting.

Given the scene you are showing, the main improvements I can think of off the top of my head are:

  • Use a brick material for the lower layer of the floor. Although it will not perfectly match the refrence image, it will allow for there to be some visual variance within the scene, helping to focus the attention of the average viewer on the center of the image.
  • Change your Studio lighting quality to max. You can do this by going to File → Studio Settings → Rendering and clicking on the drop-down box labeled “Edit Quality Level”. Setting it to 21 will provide the maximum detail level Roblox will provide to users, and provide a screenshot which contains more minute details in shadows and lighting.
  • Change your lighting configuration. Personally, if this is more of a showcase scene or is not in a game that is heavy on moving elements, I’d recommend changing the lighting engine to Future, which will provide far more accurate shadows for all types of lights. Next, I recommend setting lighting.GlobalDiffuseSacle and lighting.GlobalSpecularScale to 1, and lighting.brightness to 0. Doing this, in conjunction with the Future lighting engine, will provide convincing enough reflections from lights on the environment to make people take notice of smaller details.
  • Add postprocessing effects to your scene. From the looks of it, your scene is set around either sunrise or sunset. As a result, using a SunRays effect, in conjunction with a skybox, depth of field, and an atmosphere effect, will make the scene feel far more alive and focus the user’s perception of the scene on where you intend it to be, rather than on any outlying areas.

I decided not to do textures for it