Jump to content

Recommended Posts

Posted

Good luck!

Maybe make some highly reusable modular wall pieces for the perimeter of the map, and roll those out wherever you can. Or perhaps some displaced rocks, which can cover large areas without looking repetitious.

Posted

Sounds really good but still too contrasted for me on my screens.

I think you should increase your brightness to have a warmer atmosphere and, with that, increase your ambiant light (with more blue in it).

Posted

I agree too, more blue in shadows + orangish lighting, it's what i like :D

BUT but the fact that the shadows are reddish makes the level stuffy, like a furnace.

Posted

Seldoon, that animated example you gave isn't adding contrast, it's adding light. Contrast is the difference between two things. In the case of mapping it usually means light (intensity and color) or textures. What you've done is brightened the scene and then changed the tone of the color. Your example isn't wrong, but we should be clear about the definitions of terms so as not to be confusing.

As others are saying, it should probably be a little brighter, but I think the warm colors outside are great. They suggest warmth, which is what I think of when I think jungle. However, inside the ruins I agree with the suggestion of cooler colors. The inside is clearly damp (water dripping everywhere) and should be lit cooler. Give the mental cue of a cooler atmosphere with cooler lighting, i.e. blues and greens.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...