(08-08-2015, 11:23 PM)Robosprog Wrote: Honestly, I think you should use a broader range of colour in a fair few cases. Some of your screenshots seem to just be one dominant colour, a good example being the last one - a very light red room, with some orange accents, and brown furniture/walls. It's obviously a more detailed map than the one prior to it, yet, that one looks better because of the contrast between the blue and yellow. You really need to broaden that range man.
Dishonored's a decent example:
Also, Half Life 2:
As you can see, they all use contrasting colours. Your best scenes ALL do this, and I'm certain that isn't a coincidence. Try and use it in every environment you make - even if there is only a candle that can be lit in the room, ensure there is suitable contrast with the darkness. It makes everything look better. I know you've probably heard all this a million times before, but it has to be ingrained. What you've done looks alright, and pretty good in some case, but you just need to take it that step further, and from there keep a steady pace up the stairs.
I suck at contrasting, I gotta say. When I'm building a room, or a hall I usually focus myself on creating one colour, because I can't think of other ones, of what could I add there to spice up the colours. As you can notice, I tried placing some green lights in the library thing, as well as I also put a few windows, but that doesn't quite work the way I intended it. I guess I'll put more effort into contrasting my maps. Cheers for the honest criticism.