Graphically, what could you compare this game to? PT1

Hi, I just wanted to know what people think of the graphics in this game I’m making. Because i can’t upload more than 5 pictures i will put this post in 2 parts. So here are the first 5 screen shots.

PS: these are screenshots of the second level to the game I’m making called Legacy
[ATTACH][ATTACH][ATTACH][ATTACH]

[/ATTACH][/ATTACH][/ATTACH][/ATTACH]




The graphics are not bad i think they are comparable with Counter Strike Source or Crossfire.

Also, 2 things, this is using realtime shadows, and a lot of what you see in the screen shots is using a shader that I made with strumpy shader editor, so if anyone wants it, here it is:

Shader "Blerber"
{
	Properties 
	{
_Color("_Color", Color) = (1,1,1,1)
_Diffuse("_Diffuse", 2D) = "white" {}
_BumpMap("_BumpMap", 2D) = "bump" {}
_CubeMap("_CubeMap", Cube) = "black" {}
_Gloss("_Gloss", Range(0.01,1) ) = 1
_SpecularIntestity("_SpecularIntestity", Range(0.01,2) ) = 2
_ReflectionColor("_ReflectionColor", Color) = (1,1,1,1)
_ReflectionStrength("_ReflectionStrength", Range(0,3) ) = 1.4
_FresnelStrength("_FresnelStrength", Range(0,3) ) = 1.7

	}
	
	SubShader 
	{
		Tags
		{
"Queue"="Geometry"
"IgnoreProjector"="False"
"RenderType"="Opaque"

		}

		
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}


		CGPROGRAM
#pragma surface surf BlinnPhongEditor  vertex:vert
#pragma target 3.0


float4 _Color;
sampler2D _Diffuse;
sampler2D _BumpMap;
samplerCUBE _CubeMap;
float _Gloss;
float _SpecularIntestity;
float4 _ReflectionColor;
float _ReflectionStrength;
float _FresnelStrength;

			struct EditorSurfaceOutput {
				half3 Albedo;
				half3 Normal;
				half3 Emission;
				half3 Gloss;
				half Specular;
				half Alpha;
				half4 Custom;
			};
			
			inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
			{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;

			}

			inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
			{
				half3 h = normalize (lightDir + viewDir);
				
				half diff = max (0, dot ( lightDir, s.Normal ));
				
				float nh = max (0, dot (s.Normal, h));
				float spec = pow (nh, s.Specular*128.0);
				
				half4 res;
				res.rgb = _LightColor0.rgb * diff;
				res.w = spec * Luminance (_LightColor0.rgb);
				res *= atten * 2.0;

				return LightingBlinnPhongEditor_PrePass( s, res );
			}
			
			struct Input {
				float2 uv_Diffuse;
float2 uv_BumpMap;
float3 worldRefl;
float3 viewDir;
INTERNAL_DATA

			};

			void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);


			}
			

			void surf (Input IN, inout EditorSurfaceOutput o) {
				o.Normal = float3(0.0,0.0,1.0);
				o.Alpha = 1.0;
				o.Albedo = 0.0;
				o.Emission = 0.0;
				o.Gloss = 0.0;
				o.Specular = 0.0;
				o.Custom = 0.0;
				
float4 Tex2D0=tex2D(_Diffuse,(IN.uv_Diffuse.xyxy).xy);
float4 Multiply0=Tex2D0 * _Color;
float4 Tex2D1=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal0=float4(UnpackNormal(Tex2D1).xyz, 1.0);
float4 Tex2D3=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal2=float4(UnpackNormal(Tex2D3).xyz, 1.0);
float4 WorldReflection0=float4( WorldReflectionVector (IN, UnpackNormal2), 1.0);
float4 TexCUBE0=texCUBE(_CubeMap,WorldReflection0);
float4 Tex2D2=tex2D(_BumpMap,(IN.uv_BumpMap.xyxy).xy);
float4 UnpackNormal1=float4(UnpackNormal(Tex2D2).xyz, 1.0);
float4 Fresnel0=(1.0 - dot( normalize( float4( IN.viewDir.x, IN.viewDir.y,IN.viewDir.z,1.0 ).xyz), normalize( UnpackNormal1.xyz ) )).xxxx;
float4 Pow0=pow(Fresnel0,_FresnelStrength.xxxx);
float4 Multiply1=TexCUBE0 * Pow0;
float4 Multiply2=Multiply1 * _ReflectionStrength.xxxx;
float4 Multiply3=Multiply2 * _ReflectionColor;
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Multiply0;
o.Normal = UnpackNormal0;
o.Emission = Multiply3;
o.Specular = _Gloss.xxxx;
o.Gloss = _SpecularIntestity.xxxx;

				o.Normal = normalize(o.Normal);
			}
		ENDCG
	}
	Fallback "Diffuse"
}

Bump

Im just bumpin this so it goes up near part 2

What about instead posting the images in the other thread if thats really necessary ^^…

Not so good :wink:

Honest feedback: I think your textures are repetitive and flat and your lighting is lackluster. The scenes lack detail and visual noise.

Steps to fix: I would look at adding a few texture variations in of what is effectively the same texture but each is marginally tweaked. Use detail textures and detail objects where you can. Don’t align everything flat against the wall – the only interesting detail in the images are the two stacked crates with the top crate slightly offset. Take a look at a real room, even a neat and tidy hotel lobby or office is not aligned at ninety degree angles.

Suggestion: Swipe art assets from an established game that let you play around with them, such as the HalfLife series, and attempt to recreate some of the levels from the game that had the art assets. You will be stunned by how much detail you miss when you are attempting to create something from memory.

In essence, your level needs more love. Time to get on with the jankification. :slight_smile:

Thank you for being honest about it :slight_smile: I am planning on adding more random objects to the scene, and I have started on some detail textures. But I don’t want to take any assets from another game because I don’t want to deal with copyright and stuff.