(01-14-2014, 10:37 PM)alexmach1 Wrote: are you pulling assets from somewhere or making them by hand? the massive disparity in detail between objects is very noticeable. there's also a lot of objects that don't cast shadows right next to objects that do, and some of those textures have tons of detail and bump/normal/height mapping while others' do not.
in terms of the screenshots themselves, it looks like the sun is casting a harsh orange light onto the sky and clouds(the clouds might be overly-bright) yet the environment is receiving a white-blue light. paired with the heavily-saturated green color and blue fog, the colors are very confusing.
I'm making them by hand.
A lot of that is due to engine restrictions. Any object that moves at all cannot have a shadow, because I'm using the free version of Unity, which only supports static light maps, and not dynamic shadows. Also, some trees do not appear to have shadows, though they actually do, because the lightmapper only supports one level of shadow, so any object whose base is shadowed by another object will appear to have no shadow. I could fix this manually for any hand-placed objects, but sadly cannot do so for trees, as they are treated collectively as a single object by the engine. As for the normal and height maps, it's mostly down to performance and the complexity or size of the object. Since I'm a one man team (aside from character models), I'm taking a few liberties, relying on the fact that you'll be passing a lot of this at speed. Making detailed normal maps for everything requires so much time that I'd never get this released without someone else making them.
As for the lighting, it has been somewhat bugging me too. The lighting is awkward in this situation, because the scene is at dusk, but the lighting is filtered through the trees, and the blue mist, changing the colour. If I had the choice, I would amend this with a 2-stage fog, the first being the hazy blue, and the second being the deep orange. Unfortunately, I have another engine limitation here, in that only a single solid fog colour is supported, and the misty blue looks better inside the forest - where the majority of the track is.
I'm taking a few artistic liberties, trying to make things look nice with short production times, rather than make everything completely accurate. That said, this doesn't mean everything is final, and it is completely possible that I'll change the lighting or textures at a later date.