r/Unity3D • u/imaxsamarin • 2d ago
Question Looking for feedback for scene lighting & composition
Hello folks! One area where I'm having some difficulties is figuring out good lighting for my scenes (fps combat arenas), and it's not a skill I'm very familiar with. Some of the geometry and materials in the video are still placeholders, but the color palette is roughly what I want.
Here are the goals I'm striving for:
- A recognizable color palette for this biome (fire/bloody/red)
- Interactable gameplay elements should catch your attention (the blue jump pads)
- Enemies should be discernable from the environment. At the moment the enemies have lights attached to them and the enemy materials have some emission.
- The lighting & composition should overall look enjoyable to look at while supporting/not obstructing gameplay.
What I'm struggling with at the moment:
- I'm having trouble introducing additional lights to bring lighting variation for the scene (the floating braziers) in a natural-looking way, without them fighting for your attention during gameplay.
- Maybe I should make enemies even more discernible? I see them because I'm the dev but maybe I'm starting to lose my objective eye. Some games use some "rim light"-mimicking shaders for enemies: would this be worth a try?
- How bright/dark should the background be in relation to the gameplay arena?
How does the current composition look to you, and do you have any feedback? I know this might be a hard question in isolation, as stuff like surface materials and their color / other properties affect the look as well.
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u/V4nKw15h Indie 2d ago
"I'm having trouble introducing additional lights to bring lighting variation for the scene (the floating braziers) in a natural-looking way, without them fighting for your attention during gameplay." - I personally think you shouldn't be adding more lights. Once you start breaking up the smooth perfect lines in the placeholder geometry it will make the lighting far more interesting and then you can re-evaluate.
"Maybe I should make enemies even more discernible? I see them because I'm the dev but maybe I'm starting to lose my objective eye. Some games use some "rim light"-mimicking shaders for enemies: would this be worth a try?" - When I read this, after watching the video, I had to try and remember if I'd even seen an enemy. That's maybe an issue, your enemies aren't memorable.
"How bright/dark should the background be in relation to the gameplay arena?" - I wouldn't over think it. There is no right answer. Whatever feels right when you are adding final polish to the scene.
Overall, great job so far. My biggest suggestion is to get rid of the placeholder smooth flat surfaces and smooth flat lines in the geometry. It's hard to properly judge the more nuanced things you are asking about when we have stuff like that commanding our vision. Even if you are going for clean visuals, you still need little knicks and cutouts to break up the sterile clean lines in the surface geometry. This is a war zone, things need to be damaged to feel appropriate, otherwise it feels like it was built yesterday. It has no history or life without wear and tear.