Hi everyone đź‘‹
I’ve been working on a small real-time environment inspired by a gothic/occult cave setting, and I’d love some external feedback.
This was created as a realistic style piece, with a focus on mood, lighting, and storytelling rather than scale.
Tools / Details:
• Unity (real-time)
• Bakery GPU Lightmapper
• Custom models + textures
• Emissive ritual circle, candle-lit interior
I’m particularly looking for feedback on:
• Lighting balance (readability vs mood)
• Material definition (stone, floor, pillars)
• Composition/camera angles
• Anything that feels “off” or could be pushed further
Thanks in advance — all critiques welcome 🙏



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Replies
The materials could maye be a bit more different regarding their glossiness, but that might be due to the lightmapping (are you using something for extra reflections, like a cubemap?). But even so, it's working fine.
Things that work less:Â The painted circle looks independent of the surface structure it supposedly is painted on. Also, the pedestal seems to be placed on top of the paint, rather than the paint being applied on or around an existing structure.
The smaller spread out particles over the circle might work in the actual, animated scene, but don't look very interesting in the stills.Â
Composition-wise, everything is centered on the bowl, so e.g. the second image isn't outright bad, but not as good as the rest, also with the bright areas a the left and right edge.
Points I think could be improved further:
Keep it up
Hey there, feedback applied to the scene, which included:
- Adjustment to materials, introducing more roughness values.
- Embedded ritual circle better into the ground
- Paint no longer goes under the ritual bowl stand
- Disabled VFX for ritual
- Created an extra crate for varietyÂ
- Improved transition of the candles with the floor and added more non-lit candles (+ some wonkiness)
- Added Cobwebs
- Adjusted lights
- Attempt to make the ritual a cooler colour to make the warmer environment pop (Still not sure about this)