I've been trying to practice my lighting but I feel like I'm just missing something... I'm using a HDRI and lumen but I feel like what I've done with the colours just isn't working and looks really amateur.
I've followed a guide on youtube which whilst his scene came out stunning mine looks dreadful
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For me the biggest thing that's sticking out in your lighting is that everything is looking pretty flat/ the same color. The rocks, moss, and stone are all looking fairly warm toned from this screenshot, with the main color being a medium brown color. In that case introducing cool toned shadows would really help the image feel more balanced and interesting. This is an example I found on artstation
https://www.artstation.com/artwork/Qrw9ZB
They used a blue fog here which looks really cool, and balances out nicely with the rest of their materials.
Another thing I will mention is that your scene doesn't really have a specific point of interest or anything that draws the eye, instead everything is kind of the same. The depth doesn't read very well, and my eye doesn't know where to look. If you want me to be drawn to the structure in the back then help it stick out more! Fog will help with this but as you can see in the shrine example they also use other techniques such as a heavily contrasting shadows in the foreground, and an edge light on the building itself to help you know where to look and and what is important.
another reference with similar techniques being used: https://www.artstation.com/artwork/8w9Vbn
I think the tutorial I watched was pretty good for not skipping stuff but when he was messing around with shadow and colour values he knew exactly what he was looking for whereas I feel a bit clueless. I'll try to make some lighting similar to that example you have given.
Thank you so much!
I haven't used Unreal for lighting, so some of this might be off, but what kind of HDRI are you using? One for the sky or one shot beneath a canopy? Either might be relatively cheap (computationally) but might not be a good fit for your scene, which has very little open sky and ideally (ignoring cost), a full scene like that is its own HDRI, so to speak.
Overall, the difference in brightness between ambient light and direct sunlight is too small and the godrays look like a post effect due to their localized nature. Could be just the fog, though.
Depending on if there's something behind the camera, you might want to block that part of the scene in/off if it won't be seen at any point, so there's less light coming from the front.
However, if you copied this too closely, it could lead to the somewhat flat look in your scene which is mostly under foliage, not on a clearing.
Like ThisisVictoriaZ pointed out, you'll want some focal point, which in your shot could just as well be the bottom of the stairs, lit by a central sun beam and maybe some warm light bouncing around. The temple could be visually separated from the top of the stairs with some (local, if necessary, but you'd have to test how that works with navigating the scene if that's on the table) fog and a shift to cooler colors as a secondary point of interest. Maybe you even went for that (focus on the stairs) but the contrast between sun and shadow is just too low. The darker your surrounding, the more the lit areas will stand out.