Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Trying to escape restaurant management through 3D art - roast my work please!

A topic by [StudioNamePending...] created 26 days ago Views: 103 Replies: 2
Viewing posts 1 to 2

Currently managing a restaurant but spending every spare moment learning Blender and working toward a career in games/3D art. I'd love some honest feedback from people who actually know what they're doing.

Below is the link to my latest project i released:

https://studionamepending.itch.io/low-poly-tavern-pack

What should I be focusing on to level up? I'm open to all criticism - I want to get better, not just hear nice things.

Appreciate any insights!

There's a lot of work - and interesting props that you could use to create a tavern scene. (All the mugs are empty, and there's no food - but that can always be an add-on). It looks coherent - there's a definite style to all the props.

When looking at your promo images your scale is off.  You need to place a character into the scene and adjust the scale to fit the character.

For example, the stools are almost the same height as the barrels - they should be shorter - so someone can sit next to the barrel and use it as a table. (I saw you said they come in different heights - but I look at an image long before I read the accompanying text.)

 In contrast, the chairs are too low for the tables. Anyone sitting there will look like small children sitting at a big table. (If the chairs and stools are loose props they can be resized - but it makes the promotional image look odd.)

There might be a problem with the stairs and railing too - or maybe I'm just seeing them from the wrong angles. In the one scene they appear too big for the scene. Looking at just the props, the railings appear too close to the stairs. 

Be careful with too small floors - when placed next to each other the "pattern" becomes obvious and it no longer looks like a large floor, but small blocks placed next to each other. The floorboards are too large for the table and chairs - but the advantage with 3D is everything can probably be resized without too much effort.

 The broken floor is a little too broken - if there are gaps in the 3D, the user must place a plane below the floor so something can be seen through the gaps - else there's a chance images will bleed through from the previous scene, because spots are not rendered over or the background (camera colour) will show through. It would be helpful to put something below the gaps - like a plane with sand or concrete. Alternatively, make the gaps larger so someone can look down between the gaps say into a dungeon, or another room.

Price wise - there are 2 asset packs that are very similar to yours in the Unity Asset Store. The one is free, the other $5.

Thank you so much for taking the time to give such detailed and thoughtful feedback on my pack! I really appreciate you looking through everything so carefully and sharing your insights.

You’ve raised some excellent points, especially about the scaling issues in the promo images. You’re absolutely right that the stools should be shorter relative to the barrels, and I can see now how the chairs look too low for the tables. I hadn’t considered how important it is to show proper scale with a character in the scene - that would make things much clearer at a glance. I’ll definitely work on adjusting the proportions and creating better promo images that demonstrate the scale more accurately.

Your observations about the stairs, railings, and floor patterns are really helpful too. I see what you mean about the floor tiles creating an obvious repeating pattern, and the point about the broken floor gaps potentially causing rendering issues is something I hadn’t thought about. The suggestion to add a plane underneath with sand or concrete, or to make the gaps larger and more intentional, is really useful.

I also appreciate you mentioning the price comparison with similar packs on the Unity Asset Store - that’s valuable context for me to consider.

This kind of constructive feedback is exactly what I need to improve the pack and make it more useful for people. Thank you again for your time and expertise!


Jason