3D Model Lighting Setup - Incorrect?
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- Tycoon
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Re: 3D Model Lighting Setup - Incorrect?
This should suffice to show there's something wrong with the current 3D setup.
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Re: 3D Model Lighting Setup - Incorrect?
oberhümer wrote:This should suffice to show there's something wrong with the current 3D setup.
What specifically are you trying to point out with this?
Re: 3D Model Lighting Setup - Incorrect?
That the new sprites are very dark. In fact so dark that in CC they only use one colour.
Re: 3D Model Lighting Setup - Incorrect?
I agree that they are dark, especially when so small, but this can be changed. The screenshot above does not have different colours selected for 1 and 2CC, I'm colour blind but even I can see that.
The fundamental issue of the main lighting was the reason that I started this topic, the one that casts the shadow, and it's position in the sky relative to the camera and the subject.
The fundamental issue of the main lighting was the reason that I started this topic, the one that casts the shadow, and it's position in the sky relative to the camera and the subject.
Re: 3D Model Lighting Setup - Incorrect?
In situations where color (usability/playability) trumps looks, ambient light can and should be added by the modeler to compensate for shadow darkness. As a critical gameplay element, CC is one of these situations.FooBar wrote:That the new sprites are very dark. In fact so dark that in CC they only use one colour.
If the vehicles in game are too dark, then sure, they can be revisited. I'd schedule this in sometime after completing the other 9000 sprites.

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- planetmaker
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Re: 3D Model Lighting Setup - Incorrect?
I'd schedule a decent light setup before doing 9000 spritesJupix wrote: If the vehicles in game are too dark, then sure, they can be revisited. I'd schedule this in sometime after completing the other 9000 sprites.


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Re: 3D Model Lighting Setup - Incorrect?
So, I think the general opinion is that the main light is correct (I see nobody suggesting anything better while maintaining the correct shading and shadows). The testing I have done has shown me that the ground shadows are correct, and tracing arrows on 2d images is definitely not as it doesn't take the camera perspective into account (I may get around to posting the proof later, I drew arrows in an actual render and they are correct). I am adding a 3rd non-shadow lamp that sits with the camera and is focused on the subject, now it is a case of getting the light strength correct so that things don't look bleached, or without contrast while maintaining some feel of a sun and shading (altering material properties is also part of this, and changing livery so there are greater areas of CC for the tiny menu sized sprites). So we'll see if things can be improved as suggested (I'll post some examples for feedback after the rendering finishes this weekend).
Re: 3D Model Lighting Setup - Incorrect?
I thought the whole point of this was a discussion about what shading and shadows are correct? The position of a light source in some rendering program is just the means to an end here.Xotic750 wrote:I see nobody suggesting anything better while maintaining the correct shading and shadows.
I can reformulate my point: Apparently there is a lighting setup that produces a shading of ground tiles that is very similar to original TTD. The same lighting setup produces (IMNSHO) poor results for anything not a ground tile, mainly illustrated here by vehicles (but the same would apply to e.g. houses). One suggestion to solve that is to introduce more helper lights and ambient. The other suggestion is to move the main light so it lights more of the visible object faces. This would result in a different ground shading, but I don't think this would be a problem if the overall look improves.
I'm not a 3D artist though, so I can't tell beforehand if more infill lighting is enough for a good look or not. My intuition tells me that it would at least be easier with a different main light direction. I don't think there are any more arguments I can give, so whatever you chose, I hope I'll see great graphics eventually.
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