Feedback required - Mansion Corridoor

I’m currently building a haunted house as part of a uni project. I’m trying to get the style right but the real reason I’m posting this is to ask for your opinions on where I’d benefit the most from having shaders.

Bump-map/specular might go well with the floor, but there isn’t much of it considering the carpet covers most of it. The panels on the walls might benefit etc…

Any criticisms regarding colour?

I’m going to dim the scene a bit so I can have moonlight filtering in through the windows. I’m still looking for a good example of a photo containing a panelled ceiling, haven’t found any which hit the spot yet.

Screenshots below, all from inside the engine.


New lightmap, much darker.

Added a directional light for window shadows.

I like it just the way it is. Overall, very lovely work! You could add a slight specular highlight to the floor and wood panels, but I think it might detract from the old, dusty look you’re after. The only crit I have are the glass windows, there’s something a bit off with them. Perhaps add some variation in their clean / dirty appearance, and maybe some reflection / refraction. Lastly, if this is a “haunted house”, where are the spiders’ webs? Every haunted house has to have spiders’ webs! :wink:

New image is a bit too dark I think. But I like the look of it. Nice work! :slight_smile:

The middle image makes you feel like your there but the newer one has a colder/creepier effect.

Thanks for the feedback guys. :]

Definitely need to add cobwebs.
Might look into some kind of particle effect for dust.
Need to balance lighting, keep stuff dark but visible etc…
I’ve added a small torch to the FPS controller, this should make it easier to show off specular shaders.

Just wish Unity did volumetrics, but that’s a lot to ask for to be fair. ;]

I’ll continue to update this thread over the week.

Wow! Very nice! Definitely gives off a creepy vibe! :twisted:

I think the colors in your texture are quite saturated for an old haunted house. Fade them a little. Make the place just slightly gray, and inconsisent like faded old carpet and wall paper.

You are very close, but I think you need to age the scene more.

Most impressive, young Jedi.

The only criticism I have is that it’s a little too perfect. You might want to add a little bit of “messiness” to the scene. You’d be surprised what a flipped up carpet corner or a scuff on the wall would do for photorealism. Remember that there’s no such thing as a truly straight line in the natural world (at least for the purposes of art).

Also, you might need a skybox outside. You have light streaming in from the window, but from the angle, you can’t really tell any source. Makes the scene a little strange. However, a street light outside may work just as well when the player starts exploring it.

Other than that, the textures are used extremely well, the architecture looks real-world, and the use of lighting to create the mood is really excellent.

The addition of the outside light does add a bit more character to the scene. Darkening it did give it more of a “haunted mansion” feel than the first, which looked more like the hallway of an upscale hotel.

Now all you have to do is make the entire game look this good. :slight_smile:

I agree with it being a bit too vibrant in places. I definitely need to make it look more run down.

Tear the carpet
Tear some curtains
Have the texture offset slightly with each wall segment to look like wallpaper
Have wallpaper peeling off
Smash one of the lights
Scratch the floor in places
Broken Window(s)
More furniture

Anything to break up the repetition, diagonal shadows going across the hallway etc…

I might not use a directional light to cast shadows through the window, a projector would give me more control over shadow appearance and shape.