Back after a while with some progress :3 I'm having trouble with the lighting in general though. I wanted to achieve natural interior lighting just with combination of directional light coming through the window and skylight, but I had to add some point lights, because some parts were too dark, so it doesn't look too…
I'd make some damaged spread out pavers and stair path assets to litter around your paths...and not use the brown, make the path texture a grayish blue like it's icy....This scene would feel more eerie or foreboding with less lit torch holders. attempt to light the scene mainly with a directional light from the moon, and…
Your ambient is too low, (you've got areas of complete darkness) and a lot of your emmisives are too bright. (example the white bars running along the ceiling support beams. I'd take a little of the blue out of your blue lights and push the saturation down to a gray. Yet keep/push the blue around the area of interest (The…
I was thinking something like this. You want to really push your light color especially on a sci fi scene. The lights are typically quite vivid and not very subtle at all. Adding those light colors and variation of colors helps to pull the eye around the scene as with what you have it all seems kind of noisy and hard to…
@wirrexx @sacboi @Jakro Your critiques are always important to me! My boss made a few suggestions and I spent some time last night giving rat dude more light from the lamp, as well as lowering the intensity of the window lights in the top right, which seem to have been drawing his attention. The below image is the update,…
When it comes to lighting, start simple. Pick your sun position and work your way up from there by adding bounce light, local light sources etc. Turning off the diffuse textures and just having the light and normalmaps is another way to get a clear ieda of what's going on without any distractions. There was an article…
The banners seem overly bright; a subtle normal map would also help give them a more natural cloth appearance. Also, replace the black in the texture with a very dark grey - in life, even the darkest cloth reflects some light. The ground lights in the first image are very bright. While this might be visibly appealing,…
Hi guys Sorry for not posting an update on a long time, i have been working on several assets as well as the scene lighting. Added 2 cages All current assets(except the blocking ones)have 2nd uv channel uvs so no seams anymore. No more color variation on the floor tiles due to the light baking. Had to set the static…
Lighting for a modular workflow is usually handled in-engine. It might be baked or it could be realtime. Per-object AO these days is often left to SSAO, but Unreal and similar engines still bake it in. Each modular piece will be able to have different lighting applied, so don't bake AOs into your diffuse unless it's…
With some pieces mostly static environment art with very particular lighting, you might want a shadow cast from an object. It could be that its easier to bake in that shadow rather than try and do it with costly lighting effects. A good example is the shadow of a grate on a specific prop or section of wall/floor, or a…