#An example of how it looks like and some

1 messages · Page 1 of 1 (latest)

tawny dirge
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@fluid obsidian

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for example i put in random character, the lights or settings are really bad i guess but the main issue I'm having I felt now like is their square-ish faces

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what I would like to make it a bit more pilgrim-ish or similar style

fluid obsidian
# tawny dirge

The main difference to Pilgrim is that it has dark ambient lighting but a lot of light sources in the scene

tawny dirge
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can it be my ambiance lights like skybox and veeeery low directional light

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I kinda tried to mix stuff but then I was like damn this is too dark can't see shit

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in last picture you sent @fluid obsidian it's dark but it's also not disturbing dark somehow

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I should give this a try then. BUT I still am not conclusive about model's style you know

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like the square facess

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they won't be scary anyhow

fluid obsidian
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Well, spookiness is a combination of many subtle aspects coming together

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Synty models are extremely neutral and inoffensive so they wouldn't be my first choice for a game that's meant to be viscerally scary

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That's why Pilgrim's characters wear scruffy masks and why all surface materials are bumpy and noisy

fluid obsidian
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Nothing is hidden by the darkness or the fog, and there's no contrast

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Those conditions can still be used to create a spooky feeling via making it eerie rather than scary

tawny dirge
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so for starters making ambiance light hard/edgy and leaving model stuff to later can work

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and darker maybe

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not sure what settings should i mess with yet though but i should figure it out

fluid obsidian
tawny dirge
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let me check it

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(Also there is something interesting, i load my level additively.) SO the main lighting setting used is the main scene i have. Not the additive scene. BUT the additive scene is the one that has all models and stuff. But for now, none of them are baked anyway. BUT if it were baked, i think it would use main scenes lightdata anyway so..

fluid obsidian
tawny dirge
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Idk why then but it does not use the skybox i put in the additive scene so i figured...

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this is starting scene settings

fluid obsidian
# tawny dirge

You probably want to uncheck Realtime GI and Baked GI since it seems your scene is not making use of them anyway

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Could try Environment Lighting Source as skybox and tone down the intensity, like your did with Environment Reflections

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But you probably do want some specific light sources too, like lanterns
Maybe pale green or blue ones perhaps

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Could try with or without a directional light, but that should be pretty weak if you want the scene to have darkness in it

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The advantage of a directional light is that it creates harsher shade than ambient that lights up everything

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Usually you want environment lighting and reflections to have skybox as their source with unaltered 1 intensity multiplier, and darken the sky instead of the multipliers
But for artistic reasons it's acceptable to change those values

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Like with Pilgrim the dim blue light of the foggy sky would brighten up everything that's in shade, but I suppose they decreased the light multipliers to keep dark shadows

tawny dirge
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interesting

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ill try to use an "equirect" skybox which lets me mess with it's exposure. and try a directional light with harder shadows then

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im not using any reflection probe or anything but i doubt that would be my problem.

tawny dirge
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@fluid obsidian not bad i guess

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now it's dark af

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xd

fluid obsidian
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Darkness seems to be mostly what you had in mind ^^

fluid obsidian
tawny dirge
fluid obsidian
tawny dirge
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interesting

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but like you said due to darkness maybe it's irrelvant

fluid obsidian
tawny dirge
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@fluid obsidian how does this look to you for example?

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i remembered why darkness still wasn't it

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it's like something will always be off with models maybe im not sure

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it's like unfinished somehow

fluid obsidian
fluid obsidian
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They're not really made with horror in mind

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But again horror is a sum of many things
Most of all of player expectations

tawny dirge
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Maybe I should test it with another package, i'm currently waiting for a freelancer concept artist to finish his work for me to see a different art direction

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but I might be able to test with some different assets too

fluid obsidian
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You could spend forever tweaking the lighting and other variables but it's unlikely to "become horror" that way

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As a developer you rarely experience the same scary factor that you're making for your players anyhow, even if everything was right

tawny dirge
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i think i'll have to experience it with them via playtesting stuff

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i'll try a more realistic pack, maybe that's what's bugging me