You need to use light_spots on light sources. Don’t use plain white lights. Your level is pretty blocky and your building is sitting on grass, add some concrete. Actually look at a 7-11 and look at your map and see if they look the same.
Don’t you dare say that. I’m not being rude, just realistic when I say this. It does not look good. The lighting is horrid, the brushwork is just as bad, and the sign doesn’t spin at all. Why would there be a 7-11 in the middle of nowhere? At least give it a parking lot or something. There’s nothing in the 7-11, no counter, nothing. Fix these and maybe you can say it starts to look nice.
You relize I fixed the lighting.
I HAD a parking lot its just not pictured.
Has a counter 3 switches.
Slurpee machine. (3-4 hours of modeling XD Had alot of problems with it)
Bathhroom which is a work in prog…
Also guy the sign spins Id think Id know.
Its parented to a rotating brush controlled by a button inside.
Uploading 8 pictures as we speak
Interior is far from done but here it is.
Again thanks for any help an criticism.
there are 4 streetlights 2 not pictured.
The lighting is very bland, I suggest trying to tweak it to create more of a realistic looking effect, the lights shouldn’t be completely white. The architecture looks very unremarkable, if you’re going for realism, the little details will make it many times more believable, such as skirting boards, a suspended ceiling instead of yet more concrete. the window frames look like they’re a foot thick from here, which isn’t realistic in the slightest.
Try making the table tops a little thinner, they look overly very blocked out at the moment. Overall your map needs less repetition and much more detail to break up open spaces, adding props will help with this, as will adding decals and overlays. But as I said earlier, atmospheric lighting will help bring this map to life and at the moment, it’s far too bland, dull even.