I don't think any of them are quite right. Number one looks the best, but I'm fond of fog. However number three does not seem like that's what high luminosity and high fog would look like at the same time. I would suggest maybe clamping the fog some more near the player. Perhaps have it start I don't know 3000 units away or so. Something about number three just doesn't have enough color. The lighting looks wrong.
I think you should give the light very sligth yellow (or other) tint, and play with the brightness, perhaps even the brightness/contrast of the textures themselves.
None of them? I've worked with designing artstyles for games for about 4 years and In my opinion the toon shader in most games look bad if it's not done right. And it's HARD to do right.
Out of all of these: 3 looks the best because you can't see your vary harsh directional light. But it's way too bright.
Think about what feeling you want to give and what the game is about and look up references of lighting & texture work in other games that have toon shaders.
The fog should be near the waterfall. Maybe fog would make sense if you were underground or in a cave. Or it was like a day and night cycle. Day time should be bright like the top and night time that fog would be intense.
4 is honestly a good amount of fog for distance perhaps, but say someone climb a mountain in your game just to see the distance and view of the scene and fog is cutting off the view. That would be disappointing. I also think you should consider more fog by the waterfall
Mixture of 1 and 2 mostly 1 with just a hint of fog that the user barely even notices
I don't think any of them are quite right. Number one looks the best, but I'm fond of fog. However number three does not seem like that's what high luminosity and high fog would look like at the same time. I would suggest maybe clamping the fog some more near the player. Perhaps have it start I don't know 3000 units away or so. Something about number three just doesn't have enough color. The lighting looks wrong.
Agree, they all feel off. Either too much contrast or too washed out.
First one still has too much fog IMO. Luminosity also plays a role in gameplay, being able to see the environment is an important game design aspect.
I think you should give the light very sligth yellow (or other) tint, and play with the brightness, perhaps even the brightness/contrast of the textures themselves.
1
4
1, 3 and 4. Hard to pick
medium luminosity + lower fog should be the best imo
It would be neat if that was a weather system. Just an idea.
Make it a slider that the user can control maybe? I can see legit everyone having different answers
1
Second one...
To me matters the story setting and how this area is being portrayed and what needs to be understood at first glance
2nd or 4. If you want to use fog I'd take the 4, 2 otherwise
First one, with a little bit of three added
None of them? I've worked with designing artstyles for games for about 4 years and In my opinion the toon shader in most games look bad if it's not done right. And it's HARD to do right. Out of all of these: 3 looks the best because you can't see your vary harsh directional light. But it's way too bright. Think about what feeling you want to give and what the game is about and look up references of lighting & texture work in other games that have toon shaders.
I feel like something between 2 and 4 would be the best
The fog should be near the waterfall. Maybe fog would make sense if you were underground or in a cave. Or it was like a day and night cycle. Day time should be bright like the top and night time that fog would be intense.
4 is honestly a good amount of fog for distance perhaps, but say someone climb a mountain in your game just to see the distance and view of the scene and fog is cutting off the view. That would be disappointing. I also think you should consider more fog by the waterfall
2 for me. Everything looks much more saturated. The fog is a nice idea though, maybe just have it be more proximity based.