Showing posts with label colors. Show all posts
Showing posts with label colors. Show all posts

Monday, March 27, 2017

Color Correction is important.


     In the past I talked about the importance of lighting as well as atmosphere and how they can really make or break the overall feeling of your game or movie. Color correction is something I recently started learning about and I now realize that this small visual element is just as important as other post FX. Atmosphere in general is a very broad subject to talk about, and while it could be argued that color correction and lighting should fall under the same category, I like to think of them as separate visual elements. 


     I don't want to write a very long post about color correction as I am still learning proper correction techniques myself. So I am definitely no professional or anything when it comes to this subject, but from my experience I can say that it makes all the difference. I think in the past I said something about how the lighting really can control the mood, feeling and overall atmosphere of anything if it is properly done. Color correction also can have a huge impact on these areas to supplement the lighting.  For example here is a scene in Unity that I made. The scene consists of a vampire, a coffin, a barn, a light and like a desert-ish type setting (this might not be the best example to use for this subject but it's all I have) 


     This image is just what the raw scene looks like. No color correction, no post filters or anything. It doesn't look too bad right? But it feels like it's missing something. It's missing that feeling that grabs the person's attention and makes them think that they can feel the atmosphere of the environment. That little extra immersive-ness in the game world isn't really there yet. How can this be improved? How can this specific scene be distinguished through its atmosphere from lets say another scene that's sunny but isn't taking place in a desert? The answer is the tones of the colors. 


    This is a lot better. The reds are brought down in the barn, the sky blends in with the rest of the environment, the yellow and orange tones are brought up a bit, everything in the scene blends in and you can still tell what everything is. This image feels hot. It feels like it has a temperature to it. The area in the image is a hot dry place. It feels more realistic than the original. Again, what is a vampire doing in the middle of the desert? I don't know. I told you this wasn't the best example and the colors or lighting might not be done perfectly or properly at all (im not a pro), but you can't really argue that the tone gives you a different feel from what the original image gave. Maybe you are getting some old-western vibes or red-dead redemption type vibes from the color corrected image? 
(OMG! How dare you compare this shit to a master piece such as red-dead)


     Here is another example of the same image but with different color corrections. This time, the image is doing the exact opposite of what the corrected image above is doing. While the previous example brings out yellow and oranges and looks more hot, this one has a more cool feeling. Not necessarily ice cold. Not at all, but definitely not like a harsh 105 degree burning sun type of feeling. 
This image brings out different shades of blues, lights blues and grays. The sky feels like it could have a nice breeze in it. 

     I recently wen't back to working on my upcoming game "Samer Hills" I mentioned that I was jumping back and forth between different projects and just working on them whenever I get chance to. Back on topic, I decided to experiment a bit of color correction in some of the earlier scenes I created in the game. I was thinking about how I can improve upon on what I already created. How could I make the game world feel more believable and offer a better atmosphere? I started tweaking the lighting a bit again but didn't start noticing major differences until I played around with color correcting. The results are day and night different from what the scene originally looked like. Take a look. 

The scene looks very dull here. The fog seems kinda out of place.


The greens are brought out here. This level takes place inside of a forest type environment. The color adjustment gives off that fantasy forest feeling I think. The colors are more vibrant and pop out. But maybe there is too much vibrancy for the overall atmosphere I want to create.

This is the final result. It is the color adjustment of the previous image but with an added image filter over it so it isn't too vibrant. The colors still pop-out but at the same time there is the dreadfulness in the air. This darker tone in the atmosphere.

     I posted these images to the unity forums and on twitter asking people which one they preferred and most said that the color corrected image with the filter was best. I personally like the feeling it gives off too. Still might do some more tweaking. The point here is that color correction makes all the difference when you are trying to set the atmosphere of your game. Just like everything, this is more of an art so there is no right or wrong way of doing it. It all depends on what kind of feeling you want to create. You can make it fun and cheery, or sad, gloomy, dreadful, scary, horror, romantic, hot, burning hot, warm, cool, freezing, etc. This is the power of color correction. 

  It just sets the mood of the world you are trying to bring to life. It is a nice little extra visual element and can be incorporated into not just games but almost any visual art. Photography, videos, paintings, and so on. Color correction is important. 

Monday, November 21, 2016

Skies and Lighting




     Today I want to talk about lighting. Lighting is a very important in both in games and movies. In games, especially 3d games - sure it is important to have good quality 3d models and a unique style, but it is really the lighting that can make or break the visual look you are going for. The lighting is important because it sets the mood. With good lighting you could set pretty much any mood you could think of. Making a scary horror game? Do something unsettling with the lights, make them flicker, change them to an eerie dark red. Want a bright cheery colorful day? Turn the lights up, give them a warm sun color. Is the game sad? Make the lights darker, gloomy and depressing. You get the idea.

     The lighting makes the game world feel more immersive and really just brings everything together in terms of the art assets. Lighting is an area of its own that designers usually study. There is a lot that goes into good lighting. With that said, I am not a professional lighting artist and some people might disagree with some of the statements I mentioned above. However, I personally feel that it is important to at least have a good basic understanding of creating good lighting. Again, I am no lighting master and i'm sure many professional lighting artist might slam me on my lighting skills if they saw them.

     Anyway, with all that said, this blog isn't really about how to make good lighting, or what makes good lighting. It is more about the type of lighting that I want to achieve in my upcoming game "Samer Hills". Throughout the years, all my experience with making games - "good lighting" is an area that I often just looked pass. Actually, looking back at any of my older games, I can shamelessly say that the lighting is absolutely terrible. I didn't know at the time how important lighting was. I started getting a better idea for lighting with my previous horror game "Potato Thriller", but it still isn't really good. It has all really been a learning process all these years (and in some way will always be a learning process) but I have come really far since I started and just gained so much more knowledge about game design and development.


     So let's talk a bit about what I am trying to go for with "Samer Hills". I want the game to have a surreal and unsettling mood. Like it is its own reality. I don't want it to feel like the player is in familiar place that they could see in real life. But at the same time, I want it to feel real enough to pull the player into that world and is an immersive experience overall. Kinda like how immersive the movie "interstellar" was. But at the same time, I don't want them to feel like they are in outer space because its not a space game. Not sure if that made any sense. It probably didn't. But it makes sense to me and that is all that matters. I think?


     With my new game "Samer Hills" on the horizon, my new found goal is to really focus on nailing not just lighting, but all major important areas of game design down this time around. I don't think it is impossible for one person either (I know, it sounds really ambitious and even narcissistic to some degree, but I honestly feel like I have gained enough skills as a game developer to accomplish this, and I hope to show it in my next title.)  I want to create a really good quality polished game. I am taking game development more seriously and want to be taken more seriously as a game developer. I look forward to sharing my next game soon and hopefully I don't disappoint. More updates soon to come!