Lighting is everything.
MagicaVoxel
I changed some other stuff here (some more objects, floor texture, some thicknesses), but largely it’s the materials and light and camera settings.
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There’s much more here than I’d realized. Bolding most important stuff I hadn’t been using.
- Light
- Sun and Sky
- Enabling sampling params
- Ground and BG are your friend, maybe even edge or grid for some effects
- Composition
- Additional light source, e.g., from above
- Multiple light sources
- Shadows
- Embracing direct emission (e.g., not hiding behind glass), and tweaking emission material params (along w/, e.g., bloom) a lot
- Material
- Emission, reflection, transparency, cloud
- Been noticing a lot more shininess in materials in games, I think some reflection really goes a long way
- Camera
- Film exposure (brighten everything)
- Bloom (brighten + blur brights)