Hello Polycount. I'm fairly new to this "industry", and i want some advice. I think of myself as being a environment artist like person. I mean i want really bad to create a world, where a game may take place. Now, i have some experience with Unity, but it doesn't feel like what i want...or maybe i'm not good enough to exploit all it can offer. I need an engine where i can create a game world like, let's say Destiny, or Dark Souls. Have you seen that lighting, and those colors. I like them very much..all those effects or whatever they are. I need an engine that can replicate that. And also a few advices on how to do that kind of world,/ colors / lighting / feel. I hope you understand what i'm saying here. Thanks!
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The reasons those games look good are:
1. Art direction
2. Lighting, and the skilled people who create it
3. Art content, and the skilled people who create it
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99. Engine specific features
Instead of lusting after some magic pill that will make your work better, what you should do is buckle down and practice. Learn art theory, study lighting, photography, and composition. Make a small environment from start to finish in any modern engine (unity, ue4, cryengine), rinse and repeat about 10 times, and you will see noticeable improvement in your work no matter what software you are using.
I found this tutorial, and that is the kind of lighting / colors / contrast i want to achieve, but is outdated and i can't do the scene. Do you guys think i can do something like that in Unity somehow?
[ame]https://www.youtube.com/watch?v=R_expuF5SyA[/ame]
We have some things here that might help you.
http://wiki.polycount.com/wiki/Category:Lighting
I highly recommend the book [ame="http://www.amazon.com/Color-Light-Guide-Realist-Painter/dp/0740797719/"]Color and Light: A Guide for the Realist Painter[/ame] by James Gurney. You can take the lessons there and apply them to your game engine of choice, using his method of breaking down a scene, and seeking out the tools in an engine to help you replicate each real-world effect.
Under section 3) there are a few tutorials for composition. They're very powerful, like second gear levels.