Hello. So I have been spending quite a bit of time adjusting the lighting and modeling a part of the world for my up coming horror/adventure game. And I am overall pretty satisfied with the results as it very well matches the feel I am going for.
I would love to hear your opions on the overall look of the lighting and colours for game.
If I were you, I might scale the size of the sun down. I normally scale it to 4 or 5 to achieve a more realistic appearance. Overall though, the game looks very good and well made. Keep up the nice work!
Thanks for your feedback. But what do you mean by scaling down the sun? Do you mean the sunrays? if so what property are you talking about? because all my values are lower than 3
Well, I mean the actual size of the sun. I’m not on a computer right now so I can’t say for sure, but if you have an atmosphere under your lighting there should be a property for sun angular size where you can change the scale.
hm, had no idea you could change the size of the sun. All though I can’t seem to find a sun size property anywhere. I’ve checked the atmosphere instance and the lighting instance as well.
Looks good! Although you might want to use the Wood texture for the picket fence and not the wood planks since the spikes are normally a single plank.
Also a larger bloom radius would work better with the foggy environment like this, which kinda helps fake volumetric lighting.
Something around these setting should be good.
yeah, true. Also i adjusted the sun awhile ago now, I just forgot to post an update here. And my bloom already is also quite large. Also funny thing you mention fake volumetric light as I have been working on that for awhile now just for this game:
Also i just got the blooms to be as big as possible to create more volumetric effects (I am a lover for volumetric effects what can i say?) and I am also decently new to realistic lighting as well. But here are the values i used
The bloom size caps out at 56 so going past that won’t really help.Lowering the threshold can help a bit but that just makes it more lenient on what parts of the screen get bloom.