So, should I make a color correction? Should I make it like a light shade of black?
To make a place eerie on purpose only makes it less eerie. Make it natural, but make it feel off. Look at ROSES by Clockwork Entertainment for inspiration.
From what I can see in your current build, I would:
- Delete the trees already there, replacing them with individually tall, large trees, such as this and this. I would detail the base of each tree as the player would look at that part the most.
- I would rework the house you have created as it currently looks severely undetailed which would fail to incite a feeling of eeriness. Each brick would have its own surface, created in Blender, and the wooden planks barring the windows as well as roof tiles would be made with CSG unions.
- I would use smooth terrain with desaturated grass (rather than the black grass which you have used) to create two parallel (but not identical) hills around the path leading to the house. The faces of these hills would be riddled with various tree roots (made with CSG unions) as well as rocks (meshes) of varying colours and sizes. Eventually, the path would look more like this (but with the aforementioned rocks, of course).
- I would put work into creating shrubbery and vegetation to bring the place to life.
- In terms of lighting, I would use an “evening” time (approximately 18:30 in Roblox’s lighting) as well as sun ray effects to create a sense of “finality.” The stark darkness of nighttime fails to achieve much emotion in this respect.
What does ROSES do to augment its ‘eerie factor’?
The game predominantly focuses on the quality of loneliness, solitude, and an inability to escape. There is little exploration on the map and it is highly linear; as well as this, the use of certain lights and the emptiness of the asylum itself builds on the sense of loneliness - which no human particularly wants - to create anxiety and suspicion.
Good luck.
Possibly but a colorcorrection effect (apply the above) and set its saturation pretty low
You could add more Detail to the Terrain, More Detail to the shed too. Use the Cobblestone Material adds a more realistic effect
As always, look for reference material. Before you get to lighting and atmosphere there are a few things you can do to make the model itself look scarier. Creepy houses by their nature are uninviting. Adding things that make the house feel inaccessible can help a lot. Putting the house on higher ground was mentioned. Fences, gates, boarded windows, fallen trees, overgrown shrubs can all create subtle obstacles that signal to a player that they shouldn’t be there. Building the house with a mishmash of odd angles can make it feel like the whole thing isn’t quite stable. The regularity in the shape and placement of trees you have is actually a calming factor. It looks like an orchard at night. Make the trees taller and more spindly (thinner with irregular branches). Cluster some together and rotate them on the Y axis if you are using the same tree over and over. Put a high garden wall around the back to give it a claustrophobic feeling. That will also help you to use fewer trees and remove the feeling a player might have that he can just run off through the woods if things get hairy. Anyway, go find a bunch of reference and cherry pick the parts that you feel add to the creepiness factor.
I don’t understand what you mean?
Can you put a picture?
Ok. This is a quick example that illustrates some of the things I was talking about above. I didn’t use a reference, so I’m a terrible role model.
A wall can create the sense that a player could become trapped. That’s what I meant. In a creepy place they can be used like arms reaching out to pull a player in. There are always hedges if you aren’t a fan of walls. Anyway, modeling from imagination or off-the-cuff is great for blocking out scenes and working through how you want to approach things, but when you’re ready to do it for real (which it sounds like you are) use a reference. There are countless ways you could make that scene scarier. It would be easier for us to give advice if you could show a photo or sketch that illustrates the kind of scary you are going for. My point in the post above was that you might do well to look up ways you can make the models themselves creepier (photo/video ref, not tutorials) before you layer on the scary atmosphere ideas that others are suggesting.
Fog was mentioned above. Just a reminder that particles can be used in places for a different effect than you get with the fog in Lighting.
Are your trees meshes? Also, the scene kind of looks cartoon-like. I’m trying to look for realistic, but what you made is… Amazing! Keep up the great work!
Heh. No, I just made it in studio after I read your post. The trees are just Parts and the cartoon feel is from exaggerating stuff to make a point… and also from not using a reference!
Oh okay! Great work still!
Try setting ColorShift_Top to red, blue or white as well as turning down the ambients. Then the ‘moonlight’ can be fine tuned using the Brightness and ColorShift_Top settings.
Start learning 3d modeling it will save you a lot of time and might be useful for you later in College (Considering your still in school)
I’d suggest toying around with the different shades/values, and maybe even applying a bit of a bloom as well.
I can’t give you an exact answer, because I do not know what you’re aiming for - but playing with these different settings can achieve good lighting. Also, I can suggest to perhaps make the map’s lighting slightly grayscale (not fully colourless), to make it appear as if the map’s colours are draining out of it, giving it an eerie feel. But, this is just my suggestion - and you are to do as you wish!
I would try to make the trees much larger and more free-form. I would also use Roblox’s lighting abilities to make it look darker and scarier (i.e. saturation, bloom, color). Also more detail to the house would be nice.
Everything feels too straight, where eerie things seem a lot more slouched and dark, from the trees to even the house (in a way).
Change the lighting of your game to have a bluish dark ambient, add realistic and very tall trees, add more nature related details and add fog if you are willing to do so.
You should also change the sounds of your place in order for it to be “errie”.
This is a great example, good job on the effort for this post!
Personally, when I think of creating an eerie map, I think of adjusting a few things.
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Lighting. Play around with lighting until you get what you want as a result.
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Play around with fog. If I were creating an eerie game, I would defiantly go at messing around with this.
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Skybox. Try to make the skybox a darker color so that it gives the aspect of night time. Most eerie settings take place at night time, but not all of course.
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Music. I would defiantly try to create or find some eerie music to make the game creepy in a sense.
There are much more ways to make your game more eerie, but these are some basic map adjustments I would try if I were you. Good luck with your game!
A GUI that adds vignette would make it better, also something that reduces the FOV so you can’t see all that far would be good.