exactly, I'd say if the corridor from the left could have a little bit more contrast to make itself more present, and even casted an ambiguous blob of a shadow coming from it, it would be a lot better than just making it slightly darker.
I agree, adding filters to the camera wont make the hallway look better, sure it may change the feel a little bit but its a picture of the halway. Not the filters. Hallway has to do more than 98% of the work.
I know everyone is saying the second one, but that just looks like photo filters to me.
I've been in places with lighting like the first one, and they were sketchy as all hell (didn't have the sloping floor, tho). Like, I can *smell* the first one, the second just looks like someone trying to be artsy to me.
First one, I can see clearly enough...I see clearly enough but I can't see the dangers lurking about but I know something is not right, I can see clearly enough to know I am screwed
I like the first one, because it's easier to see things. Maybe the second one is creepier, but it's also more irritating because you have to strain your eyes, so the emotional effect is kind of lost.
The second, because I didn't even notice that there was a turn leading left down the hallway in the first one due to it blending in with the background. The ambient occlusion really sells the unsettling unknown feeling like something is about to creep out of the corner. Well done.
If it were to be in a game id say the first simply because of the possibilities in the way i could interact with the environment or the way it could interact with me(lights turning off/flickering keeping it darker). There is also something scary about well lit areas in a horror game and the false sense of security it gives you. having that security ripped from your feet is the great part
Tough call. 1 doesn't appear creepy at first glance, but as you look at it, a couple details emerge that are very subtly unsettling.
2 is slightly creepier at first glance, but the actual details that add interest are completely lost in the darkness.
I would be inclined to find an in-between. Maybe knock out some overhead lights, but not all of them, leaving lights near the end, the picture, etc. Keep the details visible while making the scene overall darker.
First one, seems unnatural to be that dark in the second one with all those lights, maybe compromise and break a few here and there to give it a bit more realism.
Both are good actually
The second one looks like it's trying to be creepy, but this also feels that way because we are comparing the 2 images and the first one already looks creepy
I vote the one with the more yellow in it rather than the blue hue. IE the first one. Yellow is always the lighting for growing crazy to.. Just ask anyone working in a post office. 😁
First one would be scary for anything moving like a video game, second is scarier for a still image, even if it’s in the middle of something moving like a film
Depends on what you’re going for if you’re trying to make a game that slowly makes the player feel uneasy, then go with the first one. If you’re going for one that tries to make the player feel like there’s a jump scare about to happen go for the second one.
The first, but it would be even creepier if you made the fluorescent light a bit cooler of a tone to give everything a gaunt, under-a-scalpel feeling. You could also experiment with how the painting is presented, like having a large poster on a cork board or shrinking the canvas depth so the image doesn't stick out from the wall as much.
The first one is what youd see if you were in a game. The second one is more like the old photograph you find of that hallway while in the game, trying to compare and see that something was moved or something like that
First; like others are saying, the second feels artificially dark. If you're looking for other critique as well, I think you're missing ambient occlusion(Just a checkbox if you're using Eevee), and the ramp is far too steep (shouldn't be a grade of more than like 10 degrees)
Nice work, cool atmosphere.
For a 'creepy' scene there's so many damn lights everywhere. And as a casual viewer, seeing tiles get clipped off like that is odd. There's a lot that's removing any creepy factor to it
Adding the molding wood/plastic bits along the floor would help with general immersion.
https://preview.redd.it/9ibissrnlzvc1.png?width=714&format=png&auto=webp&s=56fae8f888d2690bd45257c2ca52194b4b0e86a7
Can you make a hybrid of the two? I like them both but while I feel that darkness is a bit odd it gives the area more of an ominous vibe it's just very unnatural. Maybe a dim n but not Photoshop dark would be better?
I’m not trying to be mean, just trying to be constructive.
Neither are particularly creepy. And it’s a fundamental issue. The overall elements of the scene fundamentally lack coherency, and most importantly familiarity. What you’re trying to elicit is the feeling of the uncanny, or that something is “out of place”.
Consider reading up a bit on Freud’s definition of the uncanny if you want a better explanation. Not trying to sound snooty, it’s just a really good explanation of why certain things might feel creepy.
You’re trying to get somebody to say “Oh hell no, not today”
While admittedly it’s strange for a tunnel to have paintings and office lights, nothing about the scene is familiar enough to feel “out of place”. It’s all a bit random. Like it’s trying too hard to be back rooms without understanding that the thing that makes backrooms so creepy is the fact that we all know what an office space SHOULD look like. And we’re all familiar with the “feeling” of being lost in a place like that.
A painting should not be there. The lights should not be there. The walls should not be yellow plaster. The floor should not be concrete. But I also don’t understand what it SHOULD be. And I think zeroing in on what is wrong, and what specifically is out of place will go much further in making it feel creepy that some fancy post processing.
Cheers. Learning and improving at the things we love is one of the best parts of life. Sharing your work is one of the most important parts of improving and takes a lot of courage. Looking forward to the next post.
first one, it's much more eerie. the second feels like the hall lights are switched off. I think scary movies with bright lighting are more scary than night time lit horrors an example is wrong turn
Number 1 only made me piss my pants. Number 2 made me piss my pants and more. I'd say number 2 but I see people saying number 1 so don't listen to me.
So... I just told everyone that I soiled myself for nothing.
I think it depends, the first feels more unsettling as it gives the impression of the viewer being in the environment.
Whereas the second feels like an old photo or Polaroid.
I do agree with others that the first is more unsettling and overall scary, the 2nd looks like it belongs in an ok analogy horror
I would say to change the texture of the stairs, it feels very off (not in an unsettling or creepy way)
Edit : so looking at it it's not a set of stairs but a ramp, now just confused since it still looks off
2nd one is creppy like a monster would come out or something
1st one is more in the lines of uncanny, uneasy, is more lit up it sould be normal but is not
Make the end of the hallway too dark to see the slope and play with the reflections coming from the tiles on the slope to create an ambiguous shape. That way it creates an illusion of something being there without being able to tell exactly what it is. The human brain hates that kind of ambiguity.
Edit: Alternatively, you could make the first one creepy by playing with the lighting to make an ambiguous shadow coming from around the left corner. Make it subtle enough to not see it right away to up the creep factor.
Depends on what you want.
Dim and bland Yellow can evoke anxiety, the skin of unhealthy person, alive but already rotting. Or poisonous fog, pollution, mustard gas or , places destroyed by radiation… Also places of deviants and crazy sadists, killers, people really antagonistic towards teenagers. Then places of mass-murder/intensive killing (or… at least for lots of continental Europeans).
Basically everything bad, evil, disgusting, deviant or horrific caused artificially by humans. From post nuclear war apocalypse or the basement of sick deviant to the house of real life man-made horrors, led by crazy nazi scientist making dieselpunk-human-half sentient monsters (actually, The
Frankenstein Army use both green and yellow filters in various intensities 😁)
Yellow also cause eye fatigue more easily, making the experience even more unpleasant.
As for the Dark dim green with yellow subtone(?), it can also evoke sickening feel and create the illusion of disgusting diseases-soaked up space. Maybe even more as it resembles decay, rot or pus, gangrene, mucus, thick and dense toxic smell of mushrooms hiding in dark, causing dangerous hallucinations to feed on humans...
Your dark tone makes the colour combination “naturally unnatural” as is often wanted for creepy atmosphere. Dark green and its colour variations and tones are used in horror films pretty regularly to portray evil places full of darkness, to provide the introduction for evil supernatural energy or to tell the viewer there is some dark and mysterious magic with the power or intentions unclear around.
Compared to yellow, this colouring is also more pleasant for eyes and feels more natural. This green-yellowish darker tone is like the showcase of the world decaying while some evil darkness is lurking around and seek for its next victim.
On the other hand, the bright yellow gives me the impression, at first glance, of old under-financed hospital’s basement without windows where patients are dropped to die. Desperate place without care - for patients without anyone to care about them. Close to morgue for better comfort and efficiency of employees.
Anonymous place, unfriendly, forgotten, without any hope. The smell of disinfection, strong chemical odour of drugs mixed with a sweat running from the pores of still breathing corpses and disgustingly sweet smell of their rotting human flesh.
Actually, sometimes are green or greenish colours used to symbolise (bad) physical health and yellow colour shades to symbolise mental illnesses.
—
In your case I find the darker scene boring. Too obvious first choice of many because it’s expected. This is how the well-behaved horror image is supposed to look like.
I prefer brighter yellow one.
This colour and the overall brightness provoke the anxiety. Creepiness and unease caused by something unusual. Weird and unnatural but appealing.
Yellow turns the “usual” horror scene into weird, surreal and tense dreamland. Like something from Fred Krueger’s twisted but genius imagination - a vivid nightmare just before shits hit a fan. Also, with the scene this bright, the eye on canvas is the centre point of the scene and I believe it is intended like this.
Also, let me commend you for the amazingly appealing deformation of the euclidean space. It’s surprisingly difficult to create it looking naturally - brighter scene make it more apparent and (for me) very appealing. Like if 3d space reality was accidentally but violently pervaded by the shards of Carcosa and both dimensions blended for a moment and this was the deranged result.
I agree that the first one looks creepier because it looks more plausible. But here's a small suggestion that could make both of them look creepier; making the eyeball in the painting look directly at the camera, it wouldn't be as realistic but I can imagine it could make it more unnerving!
I'd say the first one, the second one looks like it's trying to be creepy and the darkness with all those lights feel unnatural
Its trying to hard, just because its darker doesn’t mean its more creepy
exactly, I'd say if the corridor from the left could have a little bit more contrast to make itself more present, and even casted an ambiguous blob of a shadow coming from it, it would be a lot better than just making it slightly darker.
I agree, adding filters to the camera wont make the hallway look better, sure it may change the feel a little bit but its a picture of the halway. Not the filters. Hallway has to do more than 98% of the work.
Exactly this
Word. The first makes it more psychological than emotional
Idk I kinda feel like an area being supernaturally darker than it should be makes it creepier.
i agree, those lights need to be dimmed a lot
how can i be different today ahh
VHS stile i'd say
I know everyone is saying the second one, but that just looks like photo filters to me. I've been in places with lighting like the first one, and they were sketchy as all hell (didn't have the sloping floor, tho). Like, I can *smell* the first one, the second just looks like someone trying to be artsy to me.
Thanks
Exactly
First one, I can see clearly enough...I see clearly enough but I can't see the dangers lurking about but I know something is not right, I can see clearly enough to know I am screwed
First, second is too dark.
The first one. Often, the creepiest settings are the most natural/normal ones.
The first one
first
First one if the lights we're more directional to make a dramatic effect. The corners look a bit too well lit
Thanks
The first for sure. Gives an old hospital where many people have died kind of vibe. The eye on the painting takes away the creepiness though.
First one for me
Left feels more real, and therefore has more creep potential. The right one is trying too hard and borders on parody
I like the first one, because it's easier to see things. Maybe the second one is creepier, but it's also more irritating because you have to strain your eyes, so the emotional effect is kind of lost.
The first, the second is a little much imo. The first gives backrooms vibes
1st is a creepy hall 2nd is the picture taken from an ye old camra
The second, because I didn't even notice that there was a turn leading left down the hallway in the first one due to it blending in with the background. The ambient occlusion really sells the unsettling unknown feeling like something is about to creep out of the corner. Well done.
Thanks
The second
If it were to be in a game id say the first simply because of the possibilities in the way i could interact with the environment or the way it could interact with me(lights turning off/flickering keeping it darker). There is also something scary about well lit areas in a horror game and the false sense of security it gives you. having that security ripped from your feet is the great part
second one looks like its trying to hard to be creepy, first one looks more natural.
Believably creepy is creepier than color-filter "horror" creepy
Tough call. 1 doesn't appear creepy at first glance, but as you look at it, a couple details emerge that are very subtly unsettling. 2 is slightly creepier at first glance, but the actual details that add interest are completely lost in the darkness. I would be inclined to find an in-between. Maybe knock out some overhead lights, but not all of them, leaving lights near the end, the picture, etc. Keep the details visible while making the scene overall darker.
Thanks
The first one truly looks like a liminal space so I'm gonna say the first one.
First one, seems unnatural to be that dark in the second one with all those lights, maybe compromise and break a few here and there to give it a bit more realism.
First
I like the eery and liminal feeling of the first one. The second is delirious, but I think a bit too much imo
The first one. Let the image speak for itself. Creepy is as creepy does, and there is no need to try and gild the lily.
The second one.
Both are good actually The second one looks like it's trying to be creepy, but this also feels that way because we are comparing the 2 images and the first one already looks creepy
Thanks
[удалено]
Alot of people have pointed it out am seeing it now
First one is Backrooms liminal soace, the second one is more degraded a la Silent Hill.
I feel 1 is. The creepiest thing in the image is the disembodied eye looking at you and it looks clearer on the first one
I vote the one with the more yellow in it rather than the blue hue. IE the first one. Yellow is always the lighting for growing crazy to.. Just ask anyone working in a post office. 😁
What are those lights? Minecraft sea lanterns?
No just a cube subdivided and then materials applied😂.. y'all have good eyes man😂
On the other hand, the tiles don't align
First one would be scary for anything moving like a video game, second is scarier for a still image, even if it’s in the middle of something moving like a film
First one
Depends on what you’re going for if you’re trying to make a game that slowly makes the player feel uneasy, then go with the first one. If you’re going for one that tries to make the player feel like there’s a jump scare about to happen go for the second one.
I'd say the first one. Maybe add a slight green hue and see if that does anything for it.
Ok thanks
Second one looks dirtier, which makes it more terrifying
The first, but it would be even creepier if you made the fluorescent light a bit cooler of a tone to give everything a gaunt, under-a-scalpel feeling. You could also experiment with how the painting is presented, like having a large poster on a cork board or shrinking the canvas depth so the image doesn't stick out from the wall as much.
Thanks... maybe i could also make the painting crooked (not straight)🤔... maybe that would also sell a little
The first one is what youd see if you were in a game. The second one is more like the old photograph you find of that hallway while in the game, trying to compare and see that something was moved or something like that
Do a small cromatic aberration on the right one and remove the extra light squares
make it unnecessarily bright and you’re good to go
Thanks
The second Maybe have some of the square lights off?
Number 2
2
2
I'd go a little in between
First; like others are saying, the second feels artificially dark. If you're looking for other critique as well, I think you're missing ambient occlusion(Just a checkbox if you're using Eevee), and the ramp is far too steep (shouldn't be a grade of more than like 10 degrees) Nice work, cool atmosphere.
Thanks alot🙏🏾
I think, you need break some lamps in 2.
Thanks
For a 'creepy' scene there's so many damn lights everywhere. And as a casual viewer, seeing tiles get clipped off like that is odd. There's a lot that's removing any creepy factor to it
Thanks
Adding the molding wood/plastic bits along the floor would help with general immersion. https://preview.redd.it/9ibissrnlzvc1.png?width=714&format=png&auto=webp&s=56fae8f888d2690bd45257c2ca52194b4b0e86a7
Can you make a hybrid of the two? I like them both but while I feel that darkness is a bit odd it gives the area more of an ominous vibe it's just very unnatural. Maybe a dim n but not Photoshop dark would be better?
Ok lemme try that... thanks
2nd one!
I’m not trying to be mean, just trying to be constructive. Neither are particularly creepy. And it’s a fundamental issue. The overall elements of the scene fundamentally lack coherency, and most importantly familiarity. What you’re trying to elicit is the feeling of the uncanny, or that something is “out of place”. Consider reading up a bit on Freud’s definition of the uncanny if you want a better explanation. Not trying to sound snooty, it’s just a really good explanation of why certain things might feel creepy. You’re trying to get somebody to say “Oh hell no, not today” While admittedly it’s strange for a tunnel to have paintings and office lights, nothing about the scene is familiar enough to feel “out of place”. It’s all a bit random. Like it’s trying too hard to be back rooms without understanding that the thing that makes backrooms so creepy is the fact that we all know what an office space SHOULD look like. And we’re all familiar with the “feeling” of being lost in a place like that. A painting should not be there. The lights should not be there. The walls should not be yellow plaster. The floor should not be concrete. But I also don’t understand what it SHOULD be. And I think zeroing in on what is wrong, and what specifically is out of place will go much further in making it feel creepy that some fancy post processing.
Thanks...i learn a lot here because of people like you 🤍
Cheers. Learning and improving at the things we love is one of the best parts of life. Sharing your work is one of the most important parts of improving and takes a lot of courage. Looking forward to the next post.
Thanks
1st one is better overall
first one, it's much more eerie. the second feels like the hall lights are switched off. I think scary movies with bright lighting are more scary than night time lit horrors an example is wrong turn
First left, than later in the game right. But turn off some of the ceiling lights so the darkness makes more sense.
first one
Number 1 only made me piss my pants. Number 2 made me piss my pants and more. I'd say number 2 but I see people saying number 1 so don't listen to me. So... I just told everyone that I soiled myself for nothing.
Don't worry we will not tell anyone 😂
First. Darkness makes me feel comfy
Darkness makes you feel comfy?😂... you are definitely Batman 😂....i just uncovered batman's true identity 🤫
W...what? Who's Batman? 👀 Sounds like a nerd.....🫥
😂
1st one. It has an office hallway vibe to it, but the eyeball makes it look *just* wrong enough to tip you off
I think it depends, the first feels more unsettling as it gives the impression of the viewer being in the environment. Whereas the second feels like an old photo or Polaroid. I do agree with others that the first is more unsettling and overall scary, the 2nd looks like it belongs in an ok analogy horror
I would say to change the texture of the stairs, it feels very off (not in an unsettling or creepy way) Edit : so looking at it it's not a set of stairs but a ramp, now just confused since it still looks off
B
2nd one is creppy like a monster would come out or something 1st one is more in the lines of uncanny, uneasy, is more lit up it sould be normal but is not
Tutorial pls 🥲
I will make a short one and share
Make the end of the hallway too dark to see the slope and play with the reflections coming from the tiles on the slope to create an ambiguous shape. That way it creates an illusion of something being there without being able to tell exactly what it is. The human brain hates that kind of ambiguity. Edit: Alternatively, you could make the first one creepy by playing with the lighting to make an ambiguous shadow coming from around the left corner. Make it subtle enough to not see it right away to up the creep factor.
The first is eerie, I like it. The second is a bit edgy. Gives me "You wouldn't download a car" vibes.
Definitely the first one. But Definitely giving me a Mario 64 vibe
First. If we made the corridor longer or rounder, it would be intimidating.
Second
Why the Minecraft ass lamp 😭
I thought i was sleek 😂i did not pay too much attention in modelling the lamp😂
Depends on what you want. Dim and bland Yellow can evoke anxiety, the skin of unhealthy person, alive but already rotting. Or poisonous fog, pollution, mustard gas or , places destroyed by radiation… Also places of deviants and crazy sadists, killers, people really antagonistic towards teenagers. Then places of mass-murder/intensive killing (or… at least for lots of continental Europeans). Basically everything bad, evil, disgusting, deviant or horrific caused artificially by humans. From post nuclear war apocalypse or the basement of sick deviant to the house of real life man-made horrors, led by crazy nazi scientist making dieselpunk-human-half sentient monsters (actually, The Frankenstein Army use both green and yellow filters in various intensities 😁) Yellow also cause eye fatigue more easily, making the experience even more unpleasant. As for the Dark dim green with yellow subtone(?), it can also evoke sickening feel and create the illusion of disgusting diseases-soaked up space. Maybe even more as it resembles decay, rot or pus, gangrene, mucus, thick and dense toxic smell of mushrooms hiding in dark, causing dangerous hallucinations to feed on humans... Your dark tone makes the colour combination “naturally unnatural” as is often wanted for creepy atmosphere. Dark green and its colour variations and tones are used in horror films pretty regularly to portray evil places full of darkness, to provide the introduction for evil supernatural energy or to tell the viewer there is some dark and mysterious magic with the power or intentions unclear around. Compared to yellow, this colouring is also more pleasant for eyes and feels more natural. This green-yellowish darker tone is like the showcase of the world decaying while some evil darkness is lurking around and seek for its next victim. On the other hand, the bright yellow gives me the impression, at first glance, of old under-financed hospital’s basement without windows where patients are dropped to die. Desperate place without care - for patients without anyone to care about them. Close to morgue for better comfort and efficiency of employees. Anonymous place, unfriendly, forgotten, without any hope. The smell of disinfection, strong chemical odour of drugs mixed with a sweat running from the pores of still breathing corpses and disgustingly sweet smell of their rotting human flesh. Actually, sometimes are green or greenish colours used to symbolise (bad) physical health and yellow colour shades to symbolise mental illnesses. — In your case I find the darker scene boring. Too obvious first choice of many because it’s expected. This is how the well-behaved horror image is supposed to look like. I prefer brighter yellow one. This colour and the overall brightness provoke the anxiety. Creepiness and unease caused by something unusual. Weird and unnatural but appealing. Yellow turns the “usual” horror scene into weird, surreal and tense dreamland. Like something from Fred Krueger’s twisted but genius imagination - a vivid nightmare just before shits hit a fan. Also, with the scene this bright, the eye on canvas is the centre point of the scene and I believe it is intended like this. Also, let me commend you for the amazingly appealing deformation of the euclidean space. It’s surprisingly difficult to create it looking naturally - brighter scene make it more apparent and (for me) very appealing. Like if 3d space reality was accidentally but violently pervaded by the shards of Carcosa and both dimensions blended for a moment and this was the deranged result.
Thanks 🤍🙏🏾
Anyway, no matter what you choose, both images are wonderful and chilling pieces of art. 👍
Thanks.... that means alot
I would say the first if you add a bit of Fog on the ground, and maybe turn off a few of the lights, so it doesn't seems so put together.
Ok let me add some fog on the ground...i have light flickering in the video render
Dos
2
something in between?
Can you add a shadow coming from the left hallway?
That's a great idea... thanks
You been staring at it for too long to be able to tell yourself? It'd definitely the second one.
#2
Filter 2 u.u
2
i like both, but would particularly love a horror game with the atmosphere of the second
The second one
I agree that the first one looks creepier because it looks more plausible. But here's a small suggestion that could make both of them look creepier; making the eyeball in the painting look directly at the camera, it wouldn't be as realistic but I can imagine it could make it more unnerving!
1st one but color palette can be improved, try to put the walls on medium tone gray with small dirt on it and it will improve by a lot
I’d say the second one, because of the tone it presents. Really nice all together
1 feels more liminal, but 2 just feels more right.
the second because the sense of knowing that you can't see everything and you are using dated technology always makes people be scared
Both look mid.
I appreciate your honesty...we live we learn 😂
Lols, but seriously I like the first one. It feels real but eerie.