Hope you do some better lighting, looks interesting though.
I’m horrible with lighting, so I’m open for suggestions. I plan on adding some fog later on once I get more of the jungle finished.
Sunrays would be a good start. maybe a slightly deep green tint from a color correction? plus fog.
woah dude. spoiler alert!
(Its 1:00 AM and I’m tired, but here I go typing… forgive non-existing grammer.)
Fog isn’t the answer. if anything fog makes it even uglier.
However, you can use fog to make things prettier when you mix in proper environmental lighting, some particles and maybe a script or two. For starters, I would figure out the ambience of the place. And to do that, I always ask myself:
- What time of day is the scene (game) taking place at?
- What is the general mood of the scene? (Horror? Happy? Depressing?)
- What is the story the environment is trying to portray?
And figure out everything from there. One of the things I commonly do when making a place is I try to find a few images on Google that go with the theme I have in mind to inspire and keep me on track with the design of the place as well as give me a visual feel of what I’m going for in advance, and make changes in my mind as needed. Once I have a general plan for the scene, I go about building it with the basic ambience done first.
- Choose a Skybox (extremely important to choose the right one) that best resembles my goal.
- Set the TimeOfDay and the angle of the sun to fit the goal scene in my mind.
- Set the Ambience colors (OutdoorAmbience, Ambience, ColorShiftTop, ColorShiftBottom) to fit the goal scene in my mind.
After I have a few elements of the scene built to fill in the world some, I add fog and play around with distance and color till it fits. How to make fog fit into a scene you may ask? Simple, make sure it acts as a smooth transition from the horizion to the sky. Fog shouldn’t be something that stands out like a sore thumb. See the bottom section of this post for a great example of how fog should be used.
However sometimes in order to make the fog blend the two together you need to use a brick in the far distance with a gradient decal on it. While this produces great results, it comes at the cost that if you look at a semi transparent part in front of the gradient part, the fog might not render in the areas you look through or the gradient texture will render over the gradient part. SurfaceGuis and BillBoard Guis will also have the same problem.
Moving on, the next step to creating good ambience is lighting with Point, Spot and Surface Lights. I’ll be honest and say that I have not used SpotLights much, I’m personally not a fan of them. You really should only be using point lights where light will be emitted in a circle or near circle shape in a darker area, or needing to overrite the current color of light in the area. You shouldn’t try to light a room with point lights if the room is meant to be clearly lit, as it’ll create uneveningly lit areas in the room and darker areas. Instead I would recormend using SurfaceLights instead.
…I was gonna type more but im too tired. Sorry, hope this helped some though.
Just amp up the bloom and sunrays, set Ambient to 50 and OutdoorAmbient to like 255 and you’ll be set.
@GregTame @ChadTheCreator I do have sunrays but it’s not noticeable in any of the pictures due to the heavy tree cover. You pretty much see them occasionally when you get the right angle.
@GuestCapone good info on the fog. I wasn’t planning on doing an extreme fog, more of a subtle one when you’re inside the jungle. I’ll have to mess around with it because I dislike how fog doesn’t blend with the skybox. It just covers the parts. We’ll see what I can do. This will be further down the road since I’ll have to make a bunch of localized lighting changing stuff since you occasionally go inside/outside tree cover.
I also have a skybox that I added in later pictures, which once again, isn’t noticeable due to the tree cover. It’s a more “natural” sky than the default one.
I’m not sure how the pointlights will fit in here because I want the opposite of light in here. Since everything is covered by trees, it should be dark. Later on down the road, there will be sort of a jungle temple and a volcano, so I’ll definitely use lights there.
You could try using that salt material or whatever it’s called. There’s a material that looks like sand but is a lot brighter, like actual sand. The default roblox terrain sand looks like wet sand.
That’s too white for my tastes.
I believe there’s another one that is between the two, not 100% sure without being at my desktop
There’s limestone, but that looks more like rock than sand.
you could try mud. it’s visible in sand, but doesn’t stand out too much.
Meanwhile. I finished my spring break project!
and you can play it here!
Sandstone?
Working on my UDim2 compliant UI system for my game engine + input + password fields, will post when It’s nearing completion
For some reason it’s oddly hard to find easy to use UI libraries for OpenGL. Or at least as easy as I want them to be… rip
Looks too rocky as well.
Tbh I think the sand looks fine. I’d rather use something that actually looks like sand rather than using a different material and try to pass it off as sand.
Yeah I just thought that was maybe what he was talking about.
Would go with a light blue / white ish color for the fog on the beach and as you move into the jungle(?) I would go for a more greener look. Also don’t forget smoke coming from the plane, jet fuel burns bright and hot and makes a lot of smoke when the plane is on fire… But if you’re needing some further ideas for creating better ambience, send me a PM with some pictures of the areas you feel are lacking.
Pretty much what I was going to do with the fog.
And I definitely had smoke on the engines. I uploaded a texture for that and everything. Not sure where it went.