Updated
I’ve listened to more feedback added several light sources like Bluster T Hogwash said. And it looks better. I also changed some of the light directions and changed the specular color to a yellowish orange so that everything appears to be glowing with color. How does it look though any more suggestions? Better I’ve post new screenshots below.
Older
Alright I’ve been working on a fantasy world to really push the boundaries of the indie version of Unity 3d. I’ve been working on this for about a day or like 6 working hours. So it’s still in the early development stage. I want it to be a World of Warcraft style game play and look. I already have the camera angles and controls down, but I just need a 3d character and can’t seem to find one. The character I have for now is a sphere, but it can shoot arrows that stick to walls and other surfaces. If you have any suggestions or comments please let me know. Also if you know how I can give it a more polished look that’d be great, it’s hard with the indie version.
Everything in the game is modeled by me (except for the unity plants and trees).
Thanks for the feedback. And no not an mmo, just a rpg, with game play and style between wow and Diablo. It’s tough though because I’m having problems with rigging my characters and it isn’t working. Also the lighting is intentionally dull because it’s cloudy and raining. Too much sun and light tends to make the game and the models look odd and unappealing. What type of lighting do you suggest?
your world looks nice, but i gotta agree that some better shaders would be a big improvement.
even on such a rainy and cloudy day the sun is still shining through the clouds a little bit and is casting some shadows and causing reflections.
Honestly, I’ve been having troubles getting the lighting to do what I want too. Mostly, I believe the way the terrain is lit is kind of flat, and there is not much you can do about that. But mostly I’m noticing the flatness on the first screen on the house in the background. Maybe add a torch light?
But the easiest thing and first step to make it look a little better, is to make the fog color the same as the visible horizon of your skybox. Also I recommend tweaking the ambient color. NEVER leave the ambient color gray, color it slightly blue or purple, or if your skybox has color (which yours doesn’t), sample a color off it and make it a little duller, but not gray.
I hope that helps! I’m looking forward to seeing it progress, I’m working on a similar concept right now.
Use a directional for the sun of a yellow-orange white. That is your key light and should be highest intensity of your lights. In the opposite sky but offset place a directional light of dark grey blue. This is a fill light…It should "fill the shadows but offer detail. Imagine it as the light bounce from the sky from the key source and imposing its color over it… Make it 40-75% of the key light brightness. A directional from the ground up should have a hint of brown/green/grey to it and very low intensity. Turn the ambient light down very low now (actually better to start out dark and add light to the scene) and set to a slight offcast blue to violet or deep greenish grey. Lightmap the terrain now and it should have some subtle colorings to the shapes contours.
It looks much better now, good work. I see that you moved away from the rainy weather, which is understandable for sure, but I would have liked to have seen it work. Good luck!