Things are looking awesome. I went through my pack of textures and found this liquid metal with the absolute perfect shading. I want it to be something catches light, but doesn’t cause these in-depth reflections. I just want large glints of light to hit on the floor and walls. I have a moving sky, and I want that to up the focus in the higher half of the screen. If I made the main material overly reflective, it would cause the sky to be the focus throughout.
With this material as a base, I just had to pick the right orange. The sky is a deep and somewhat pale orange color. It’s mixed with white/grey so the clouds look realistic. I’m playing with oranges right now, I don’t like the brighter colors. This makes it look very disjointed and halfway put together. There’s a deep copper type orange I can use, then perhaps just a slightly lighter color on all the other objects.
Just tested, this works fairly well. Going to stick with this color scheme, and I can change the rest in post-processing. With the color scheme out of the way, I now have to design the environment. I think I will make the environment then create the story around it. I feel making the story and then environment is very difficult because I tend to become overly-detailed, this leads to a lot of time wasting. If I design a general environment, then come up with a story, I can tailor to what’s going on and alter it from there.
I’ll try my typical design practices of terrain, sky, animations, etc…. Let’s see what I come up with