Hi there!
I've been working on this for the past weeks. The lighting feels strange to me still. I keep changing it but Im not liking it. I just can't put my finger on what bothers me so much. I was hoping I'd get someone else's opinion and perspective other than my own.
Replies
Then use a rim light on the backside in a cool color (light blue), to accentuate the form.
Edit: It also looks like your leaf cards have weird smoothing groups. I'd double check those because you're getting a weird shadow on them.
I really wanted to get the whole thing back lit, but I went and took Vcortis' advice and I like it much better now! The problem with the leaf cards i think it was in my material for it. I messed around with its blend mode and lighting model, and the weird shadows is gone. O.o Which i hadn't seen before O.o
here's another shot.
Im wondering now, why in UDK i get a sharp shadow when i move the light but when i build lighting, it gets all soft. Im not sure if its supposed to be that way, or what. I sort of wanted a hard shadow of the tree on the ground.
Perhaps my lightmap for the grounds needs to be bigger?
Comments and helpful critics welcomed and much needed. There may be things I dont see that you do.
quick question: can water be more reflective? right now it looks like a subtle mist :-0
What's weird about the lighting is that you seem to have highlights in the shadow.
Two other crits:
- you have loose floating leaves, and the leaves look obviously instanced/scaled (partially due to all of them aligning to the camera view?).
-the contrast between materials feels too high.
this is what you're aming for, yah?
There is an ideal vantage point for every scene, usually where the player is positioned when introduced to the area, or where the player is most active in the area. Figure out where that is, and then build your lighting around that vantage point, because it can only look the absolute best from a single position. The rest will fall into place.