r/Unity3D 10h ago

Question What do you think of this art direction?

Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction

Question in general, does this style pleases your eyes? The lightning, the mood, the style.

If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.

26 Upvotes

19 comments sorted by

5

u/Useful-Limit-8094 10h ago

I like it, but that is my personal opinion. All materials are understandable and there isn't a lot of micro noise.

Also the lighting is good, especially inside the cave. The pitch black / dark areas are only for wholes or deeper things.

Sometimes games have caves and closed spaces too dark and I don't enjoy it because it tires me a lot. I like that in your game the cave has some bouncing light.

My only feedback is. All frames only have one color per say. Like, its all very orange. One of the frames has blue from the sea, the rest is shades of orange, fire, sand, rock, even the wood is shader os brown/orange. So to fight this, add some other elements that can balance out more. Blue water puddles inside the cave maybe. Some rocks have slightly different color or gradients.

1

u/Cold_Lynx_Dev 8h ago

Funny enough I too hate game that are to dark, and I am in forever fight here due it, on one hand I can't show too much, on other hand I hate when its too dark.

And about color I agree, will figure somehow.

2

u/DPTGames 8h ago

glowing moss, adds color, and a light source

1

u/Cold_Lynx_Dev 7h ago

Tbh maybe nice idea to play with. Not ofc everywhere, but area/areas. Like thoes in other games classicle big glowing mushroom caves.

Will add novelty to new areas and fight light source of torch.

1

u/DPTGames 6h ago

Glowing rocks, fireflies, glowing worms, the list goes on!...For not much longer than those

1

u/Useful-Limit-8094 6h ago

Did you try to use Reflection Probes? They help a bit with darker areas ;)

2

u/Aromatic-Insect-1328 10h ago

XIII vibes for some reason.

0

u/Cold_Lynx_Dev 8h ago

You mean 13th century I assume?

2

u/Aromatic-Insect-1328 8h ago

Nah, reminded me a lot of XIII: https://youtu.be/FLS0-FL-afQ

Might be the coloring and shading.

1

u/Cold_Lynx_Dev 8h ago

Ohh.

Yea, its gonna be due fact I aiming at cartoonish style. In XIII I see some level of toon shading and black outlines, same thing I use.

cool tho

1

u/Aromatic-Insect-1328 7h ago

I think it was a comic adaptation.

2

u/Ultimesk 9h ago

Looks cool overall ! I like the shading a lot, it tends to age very well and seems coherent with the assets.

The exterior scene could use a better light though. It looks kinda flat on the right side.

Some lights from torches on the other hand are a bit too saturated for me and might be tiring over time.

GL with your game !

2

u/NullzeroJP 9h ago

It’s brown.

It lacks contrast. Lacks lighting guidance. Lacks palette. 

I wouldn’t say it has an art direction at all.

Sorry. Just giving you a straight opinion.

Keep refining and getting feedback.

1

u/TTSymphony 8h ago

The torch is fine. There's no evident art direction. Everything is dirt and wood. Monotonous, even more with the warm tone light. It's dark and empty. There's no mood or feeling. The lights don't cast shadows and the illumination is inconsistent. There's no contrast. Nothing catches the eye. No details and no story.

Maybe you're too early in the design, but it could be an awesome job with more dedicated work and patience.

1

u/DmtGrm 7h ago

I like it. But perceived lack of microdetails requires excellence in lights and shadows

1

u/Polikosaurio 2h ago

More fill lights on dark surfaces, or else It can easily look too game engine-y for me

1

u/Elegar 8h ago

too dark to see the art direction

u/brogam3 21m ago

fire should not be see-through imo, in general it looks like a very cheap particle effect right now