Good Warm Lighting

Hi, I’ve been creating a city based off of some Parisian / English houses set in the late Napoleonic / Victorian era. I’m pleased with the buildings and the styles, but I’ve had one main issue. I just cant seem to find the right warm lighting. I’m trying to make my buildings an orange / yellowish kinda sandstone.

My main issues is that it doesnt get that perfect color im trying to achieve and I also feel it looks weird when it is not in the sun. Any help?

What Im trying to achieve:

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it looks like they used a bit of ColorCorrection and Atmosphere with density and haze to achieve that look.

(This is my opinion on why the following aspects may have affected your view on why you didn’t like your lighting of the building, this is not meant to offend you or anyone in any way or format)

Replying to your post

First of all, to get the “perfect” color, just experience with the Ambient section for Roblox’s lighting, you can keep trying, it never hurts to do that, just remember to set it to a warmer tone, since your “ideal” color was closer to warmer colors anyways, well for why it’s weird when it’s not in the sun, it’s because of how bright your lighting is, turn down your ambient and turn other color-related effects or aspects to a darker color, and only add necessary lights to light up the important areas if you want to make your scene dark, I also suggest playing around with different light effects in Roblox to achieve the lighting you want.

Remember to check your Ambient colors and of course, the values of the color shifts, if all of them are at minimum or maximum, it wouldn’t mix well, I suggest always tweaking both the amount and the colors for a “Smoother” color.

That’s all,

Additional stuff(Like explanations) & personal opinion(If you want to read them, thank you):
Certainly an interesting build, but the lighting as you’ve said, looks wrong, well there are numerous reasons:
Let me do it with saturation set at 0 first:
image

Hmm…although they do look similar with colors, once you take the saturation of the colors out, this looks completely different. I don’t think I need to explain why,

  1. The building on the bottom has deeper “shadows”, as you see on the side, it looks more polished for that reason, even without actual shadows, the building on the bottom looks better because the building’s contrast doesn’t stick with each other. While windows are way darker in color, the frame is way lighter in color, and the building itself is around the middle of both for the bottom picture, while for the top picture, all of them are closer to the “white” side, and both the frames and the windows are similar in color. I suggest first making the windows more distinct from the rest of the building.

but that alone isn’t all, for instance,


as you can see from the difference in the pictures, it alone isn’t really better, especially since now you will probably focus your view on the sandbags, which look way worse, but why?

  1. Well, the theme is also just as important, just imagine if you are in an apocalypse, you wouldn’t see pink fluffy unicorns zooming around the world, the same case as the pictures above. The context behind what you are doing is just as important, you may be more comfortable with the top because certain lighting looks better, but you may also be more comfortable with the bottom because it feels like how it should’ve looked like. By using the color correction effect, and changing the Ambient & Colorshift on the lighting tab, the bottom gives off a vibe of it being more dangerous, the temperature of the picture is closer to the red side, hence it gives more of a sense of danger, instead of the chill blue color.

  2. Roblox default ambient colors are just absolutely disgusting, what more can I say, not only is it unrealistic, it looks very bright, and it’s fine if you are going for fun and cartoon-styled games like most Roblox simulators, but it’s different when you are trying to go for realism. The color doesn’t need to be as haze, just look at the difference when I dehaze your picture just a bit, the brown feels more intact, and the picture overall just looks less cartoonish. To achieve this in Roblox, contrast mixed with manually changing certain colors of the wood that will fit the theme better can be a way to achieve this effect in Roblox.


    and look at what happens when I tweak the glamour value just by a bit, the shadows are “harder” and “thicker”, and the brown color shows more than the smoky blue effect, you can do this by editing the Colorshift value

    and of course, how can I do this without mentioning the temperature value(Most photo editors do temperature and tint together, you can mostly change this in Roblox by using color correction & ambient itself). This may look better because generally, your build is closer to the warm tone, this is why your windows stick out in the changed picture more than the old one, the color of the windows are closer to the cooler tone, hence this is why if the temperature is set to a cooler area, the windows may fit better.

Conclusion:
None of these can’t be fixed with a bit of post-processing(bloom, color correction, ambient, bloom, and other filters/effect) mixed with editing the lighting for your game. Not to mention, especially for nighttime, you can even try using particles to make the lighting in your map more ambient.
I personally was playing around with lighting:


The best part about playing around with lighting, in general, is you can always undo the unwanted changes anytime, this is why I suggest playing around with the lighting features you can find on Roblox, and better yet, try to use Roblox plugins to further enhance the experience.

Thank you so much for the feedback people like you are why I love this community. So I applied some of your advice and I think its starting to look a little better Im just not so sure why is so heavy in my opinion

Thought I should mention the game will have a day and night cycle

Hmm, I see, may I know if you are using scripts to do such a function, if yes, here is the fun part:

You can add sun rays, or any other lighting effects, and disable it for day time, but let’s say if you set the time to a specific time, then it could “turn on” those effects, hence creating a day and night cycle that will look good for all scenery, because at certain times effects like Bloom wouldn’t work well if the intensity of it is always the same for both day and night.

Although I am not sure what you meant by heavy, I am guessing it’s how different the building is from the surroundings,

to be honest, unless you are going to create games like a “Showcase game”, you would rarely need a situation with lighting according to how you exactly want it to look.

There are two things that you can try switching up:

  1. Brightness from the Lighting tab
  2. Ambient from the Lighting tab

Since even thought I can’t confirm, it feels like a problem that can be fixed with a bit of contrast fixing.