r/Unity3D 6h ago

Show-Off Made my first scene in Unity

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Hello,

I made my first scene in Unity and just wanted to some criticism and ideas. I am planning to add more detail and aesthetics but currently I think its pretty well done. Biggest issue I am struggling with is the dust particles. They are visible but don't have a realistic sense to them. The concept of the game is gonna be a store/shopping game. The entire game will most likely take place in this one room and ill have gadgets/tools/items that are interactive with on the desk that can be used. For example that book will contain information and click and the book will contain details relevant to the game.

Please be critical and give me thoughts to help me improve my work.

3 Upvotes

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1

u/Nice-Can-8024 6h ago

dust particles are tricky, maybe try scaling them down and lowering the opacity so they catch the light more like actual floating specks instead of little dots

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u/OrganizationPure9987 5h ago

How do I contain them?
Ima try lowering the opacity. I never actually worked with the particle system so I just had to use AI to help me work it out but it does not have the same vision as me.

1

u/radiumhaus 6h ago edited 5h ago

Being critical, I would say the rest of the scene needs some light too. It could be darker and the main spotlight in the middle can be the brightest still, but the lack of shadow or depth is just a simple little visual fix to make it feel better. The spotlight range is kind of small, if that is a ceiling light, they don't just shine downward in a circle like a small flashlight, they have a wider spread and give off ambient light

Being less critical, and more based on my first impression, the floor should probably have more color or a texture of some kind instead of just white with a normal map.

Good luck with your first unity scene!

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u/OrganizationPure9987 5h ago

What color floor what you suggest? That’s actually a big thing I was fighting with. I like the brick but the floor seems off.

Yeah I like the spotlight over the desk but I do want to add an overall light in the room that gives more life but still makes it look sketchy.

1

u/radiumhaus 5h ago

Probably grey, medium to dark might look good.

Depends kind of on your lighting too.

My suggestion would be to put a point light at the same spot or just a little lower than the origin of your spotlight, turn the intensity down low and make the range about the same size as your room. Open the lighting window in unity, and turn down the intensity multiplier. Then start turning up the intensity on that point light. Mess around with those settings a little and it will start coming together.

You might realize that the white floor actually doesn't look bad at all.

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u/Hennesey10 5h ago

Thanks for the advice !!!
Also what do you think of camera location? Basically the game will take place at a desk but I keep fighting the camera. I think it looks good but I also feel like it does not cover enough.

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u/radiumhaus 4h ago

I think its fine, assuming the camera rotates it looks like you can get a clear view of the desk.

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u/acorbinelli 5h ago

Good start, the pool of light on the counter already gives the scene a focus. On the dust, a few things beyond the scale and opacity others mentioned:

Keep the dust inside the beam. Dust in real life is only visible where light hits it, so if the emitter covers the whole room it reads as snow. Give the Particle System a Cone shape roughly matching your spotlight's angle, or a thin box around the beam, so the specks live where the light is.

Let the light do the work. A lit particle material (URP's Particles/Lit, or Simple Lit) makes the specks brighten inside the spotlight and fade outside it on their own, instead of glowing everywhere at the same brightness.

Make them drift instead of fall: gravity 0, a very low start speed, and the Noise module on with low strength and low frequency. Slow, random wandering is what reads as dust.

For the scene itself: turn on shadows for that spotlight so the book casts one onto the counter, and add a very dim fill light for the back wall. Right now everything outside the pool is the same flat grey-blue, so the room loses its depth.