Hello, Im trying to accomplish the lighting style similar to Adopt me or Meepcity interiors.
This are really neutral, not extreme shadows and there is light everywhere
Which type of lighting technology are they using? how is there light everywhere and just little shadows in the corners?
It doesn’t have that neutral and natural light, it is like really smooth in this games, If I add more lights for less shadows it starts looking overbright
And color correction:
Im using transparent boxes through the place with point lights with this settings:
The lighting in the exterior of the map is looking really nice but not inside a building
Any information for how to accomplish this lighting style please let me know
Here is a very helpful tweet posted by a builder of Adopt Me:
As for a guide for lighting interiors, I would just keep the brightness of lights mild and make sure to spread light objects around a lot instead of keeping them in lamps.
Hey, those settings make interior looks purplish, for exterior looks fine, but not inside closed buildings
Could it be because of the ambient being purpleish?
Yes, it is because of that, but no, that is not what Im aiming for
Maybe experiment from this?
I tend not to use bloom effects in cartoony-styled builds, instead, I use the basic lighting settings and colour correction with sun rays to give me that cartoon atmospheric feel.
Here is my typical lighting setting for cartoon builds:
Lighting (in explorer)
Ambience: 163, 163, 163
Outdoor Ambience: 128, 128, 128
Technology: I typically use shadow map (0.27 softness) or voxel
Color Correction (add it into lighting)
Contrast : 0.1
Saturation : 0.3
Tint: 241, 241,…
EDIT: I also found this, It might help.
Currently I’m trying to expand past my comfort zone so I’ve decided to use
@DieSoft 's 2017 open sourced terrain template to test out different level design concepts by using a variety of colors, lighting(s)…
Previously I had tried following @HolidayPwner 's lighting guide however the final result hadn’t been what I anticipated so I decided to change the presets provided
here<a class="lightbox" href="https://doy2mn9upadnk.cloudfront.net/uploads/default/original/4X/6/4/5/64562…
The lighting in adopt me seems more
consistent and yours doesn’t, so that is a problem.
Also, correct me if I’m wrong, but I think adopt me either uses Voxel or Compatibility for its lighting technology. I see that you have ShadowMap technology. You might want to change that…
This looks good for outsides, I dont find those correct for interiors
No idea, thats why I am asking
Try turning GlobalShadows off. Not sure if it will work but it’s worth a try. Keep in mind that turning this off only removes the actual shadows, it doesn’t make the walls any brighter.
I noticed that yours have some shadows, and if I were to switch to a compatibility or Voxel technology, shadows would be somewhat reduced or at least not as visible as yours.
(You should just try that, because you never know it will work unless you try it…)
Adopt me is changing to future, So i think they were using shadow map.
ShadowMap and Voxel look the same, and compatibility looks too bright
Compatibility looks closer to that “light everywhere” and no shadows, but looks too bright
The lamps in the top make no difference
Cool. Would be useful in making modern maps.
No global shadows literally removes every shadow
The voxel technology with no global shadows look decent, but, it literally has no shadows anywhere in the map
Maybe turn GlobalShadows back on and turn CastShadow off for all of the interior parts.
This is a good approach, I just disabled CastShadows for the roofs, I will keep it like this right now, but the question is, are this the adopt me or meepcity settings?
No clue, I didn’t make them. You’d have to ask the developers to know for sure, which would probably be hard to do. If you think it looks good, then I’d say use it. The developers might not like it anyway if you copied their system.