Hey all,
Just thought i'd post some early WiP shots of an Unreal environment I have been working amongst other things over the last couple of weeks, since the map is in experimental stages some models are placeholders and I'm aiming to get them replaced this coming week. I'm aiming for a caroon'ish look to this one with plenty of bold colours/textures.
will keep this thread updated as I progress.
Replies
make sure you light important features well BUT its a good way to make an environment LESS expensive by having dark areas where you can have repeating rock with little issue
with new lighting techniques and better light adaption were getting in newer engines we no longer need to be affraid of the dark and can use much more contrasted (realistic) lighting levels.
BUT it depends on what you want to show... if its your assets then you may want to up your lighting somewhat... if its your envionment as a whole i would stick with the hard contrast you have now which gives it that deep underground still air feel that so many games get wrong (usually by design)
EDIT- high contrast lighting like you have can alos give scenes a really nice eye leading quality as the compostion can be really boosted