I’m working on a retro project that has low graphical fidelity for its 3d assets. It’s mostly textured primitives, no mesh characters, so very low poly counts.
It does have the player walking around a world that contains lots of small huts and buildings. The huts are literally four walls and a roof dropped into world space.
The problem I’m having is trying to get U5/GI to provide a noticeable variation in lighting levels for the interior/exterior spaces. Setting a GI level obviously is “global global” so affects the interior spaces, but dropping the GI level seems to make getting a nice exterior image rather difficult. Some of these int spaces I would like get really dark and only lit by a single torch/light and I just can’t seem to get the trade off right.
I’d really prefer not to make a separate scene for the int’s as it seems like a silly overhead for a 1x1 hut that the player is just going to exit and return to the exterior scene. If the advice is that, a different scene is the only real option then I’ll have to take that.
Basically is there any workflow or tips people can provide on managing int/ext lighting spaces in the one scene?