#An example of how it looks like and some
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@fluid obsidian
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
what I would like to make it a bit more pilgrim-ish or similar style
The main difference to Pilgrim is that it has dark ambient lighting but a lot of light sources in the scene
can it be my ambiance lights like skybox and veeeery low directional light
I kinda tried to mix stuff but then I was like damn this is too dark can't see shit
in last picture you sent @fluid obsidian it's dark but it's also not disturbing dark somehow
I should give this a try then. BUT I still am not conclusive about model's style you know
like the square facess
they won't be scary anyhow
Well, spookiness is a combination of many subtle aspects coming together
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
That's why Pilgrim's characters wear scruffy masks and why all surface materials are bumpy and noisy
But the main thing is that your ambient light here is just vaguely soft
Nothing is hidden by the darkness or the fog, and there's no contrast
Those conditions can still be used to create a spooky feeling via making it eerie rather than scary
so for starters making ambiance light hard/edgy and leaving model stuff to later can work
and darker maybe
not sure what settings should i mess with yet though but i should figure it out
What do your environment lighting settings look like now?
let me check it
(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..
Lighting data is used from the "active scene" in multi-scene setups
Idk why then but it does not use the skybox i put in the additive scene so i figured...
this is starting scene settings
You probably want to uncheck Realtime GI and Baked GI since it seems your scene is not making use of them anyway
Could try Environment Lighting Source as skybox and tone down the intensity, like your did with Environment Reflections
But you probably do want some specific light sources too, like lanterns
Maybe pale green or blue ones perhaps
Could try with or without a directional light, but that should be pretty weak if you want the scene to have darkness in it
The advantage of a directional light is that it creates harsher shade than ambient that lights up everything
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
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
interesting
ill try to use an "equirect" skybox which lets me mess with it's exposure. and try a directional light with harder shadows then
im not using any reflection probe or anything but i doubt that would be my problem.
Darkness seems to be mostly what you had in mind ^^
With no reflection probes it simply means the skybox is used as the reflection cubemap instead
not sure what the difference is between those
Reflection probes capture a cubemap image from a point in the scene, the environmental reflection probe has nothing but the sky cubemap
It wouldn't change much in this situation
@fluid obsidian how does this look to you for example?
i remembered why darkness still wasn't it
it's like something will always be off with models maybe im not sure
it's like unfinished somehow
What stands out to me is that the light colors are warm and kind of cozy
That could be changed by tweaking them directly or using a color correction to bring out the cooler shades
Maybe you just don't like the smooth low poly style of synty assets
They're not really made with horror in mind
But again horror is a sum of many things
Most of all of player expectations
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
but I might be able to test with some different assets too