What are you using as reference for your lighting? You could be examining other games that have a similar style of play, and see how their art direction influences their lighting choices.
Whatever the question is, you need to know where you are going first. So, what is the goal?
An artsttaion render is one thing, gameplay is another. Will player be fighting in this corridor? Will they be traveling without fighting? Is there a mood you want to set? Tension before a big battle? Winding down after a big fight? Should player see clearly, or feel claustrophobic? etc etc
The lighting is one part of the overall experience you are delivering, so you need to know what the end result is supposed to be so you aren't just tweaking parameters forever.
All points above are relevent in terms of direction.
But as a simple starter point your ambient lighting is too high relative to your direct lighting, especially with your fairly dark albedo. also your highs are clipped (not white) leading to a muddy image.
40% of the lighting is the color grading in the end I do the colorgrading first and adjust the lighting then, makes more sense working in the final result than in the dark, hoping contrast and palette will fix it.
Its too evenly lit and not moody enough tho, try have more contrast. These environments want more shadow and less lights.
What are you using as reference for your lighting? You could be examining other games that have a similar style of play, and see how their art direction influences their lighting choices.
40% of the lighting is the color grading in the end I do the colorgrading first and adjust the lighting then, makes more sense working in the final result than in the dark, hoping contrast and palette will fix it.
Its too evenly lit and not moody enough tho, try have more contrast. These environments want more shadow and less lights.
do the same but just 3x stronger in all regards and remove the fog thing in the distance, needs to be way darker and brighter, check out some other games at best that look similar
Replies
Also learn about how lighting influences gameplay.
https://80.lv/articles/learning-lighting-for-video-games/
https://www.cgmasteracademy.com/courses/50-the-art-of-lighting-for-games
https://www.pluralsight.com/blog/film-games/understanding-the-importance-of-lighting-for-games
https://www.moddb.com/tutorials/lighting-in-game-environments-the-hows-and-whys
An artsttaion render is one thing, gameplay is another. Will player be fighting in this corridor? Will they be traveling without fighting? Is there a mood you want to set? Tension before a big battle? Winding down after a big fight? Should player see clearly, or feel claustrophobic? etc etc
The lighting is one part of the overall experience you are delivering, so you need to know what the end result is supposed to be so you aren't just tweaking parameters forever.
But as a simple starter point your ambient lighting is too high relative to your direct lighting, especially with your fairly dark albedo.
also your highs are clipped (not white) leading to a muddy image.
I do the colorgrading first and adjust the lighting then, makes more sense working in the final result than in the dark, hoping contrast and palette will fix it.
Its too evenly lit and not moody enough tho, try have more contrast. These environments want more shadow and less lights.
and remove the fog thing in the distance, needs to be way darker and brighter, check out some other games at best that look similar
https://www.google.de/search?safe=off&client=opera&hs=n6P&biw=2127&bih=1181&tbm=isch&sa=1&ei=buX5W43LIsb5sAfRlYDgBA&q=doom+4+corridor&oq=doom+4+corridor&gs_l=img.3...5736.6723..6813...0.0..0.57.478.9......1....1..gws-wiz-img.......0j0i30j0i19j0i8i30i19.H6ZOoF609Fw#imgrc=_
Actually that google search is so fitting