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Posted (edited)

@LATTEH  I'm curious why you changed the light settings again. Didn't you like the sunset setting?

I did, but I was having trouble trying to making the environment light and all the lighting from the sign look good together. I just started experimenting with different times of day (mostly close to dusk, didn't try night or anything) to give a brighter look without it looking washed out like the old settings did. (had to really brighten the ambient so there would be more readability)

Plus I wanted to use the dynamic shadows.

 

I'd like to see a darker skybox and the lights being used more. Like the below ss for sleeping dogs:

 

sleeping-dogs-3.jpeg

 

I have a night skybox that I made. I could try out a night environment and post the results. I like doing lighting :D

Edited by LATTEH
Posted (edited)

Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.

If a lot of people like both. Ill just make another workshop submission for the night version.

8jtGr8p.jpgudbiZzF.jpgOML6Rgp.jpgDD73QnI.jpgzyLxsqk.jpg03E0dKk.jpg

 

What reflectivity do your textures have?

I don't know I just imported all the textures with the default settings.

Edited by LATTEH
Posted

I don't know I just imported all the textures with the default settings.

Check the ground textures for their reflectivity. You might just need to increase it a bit - $reflectivity "[0.90 0.90 0.90]" or $reflectivity "[1.0 1.0 1.0]" It should help with darker areas without needing to add more lights.

Posted

Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.

If a lot of people like both. Ill just make another workshop submission for the night version.

03E0dKk.jpg

 

Excellent work so far LATTEH, the visuals and realism factor are top notch :).

The theme you chose works best in a night setup in my opinion; I went back to previous pages in this thread to check the daylight version of the screenshots and as I suspected, the street/signs details tend to blend with daylight and bright ambient light, making the scene look a bit dull, color-wise.

To make it work for a night setup, you'll need more lights as Squad mentioned.

What I suggest is to divide your composition in "thirds" and work out the lighting from there. In the screenshot I quoted above, the composition can be broken into 3 parts: the ground level, the 1st floor and the 2nd floor. You'll need to boost the lighting on the first 1/3 of the composition by using strong spot lights (street lamps) and more lights emanating from storefronts and signs. This will improve readability and player silhouetting as well as enhance the various street details and signs.

The other 2/3 of the composition will be dimly lit (or not lit at all for the 2nd floor); this will create a nice contrast between lower levels (playable area) and upper ones (non playable), and will keep players' focus on ground level where all the bright lights are and prevent the eyes from wandering to upper floors and be distracted.

I believe it's worth a shot to try tweaking the night settings as I think it will enhance the chosen theme

In any case, the map looks really pleasing and polished; excellent work :)

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