darthviper107:
There’s more that you can do there to try and achieve the look you’re going for, some of it is just going to be some post process effects like adjusting stuff like bloom and adding film grain and all that. For that foggy dusty look you want to look into volumetric fog.
Besides that, you’ll want to have high quality assets, the ones there aren’t bad but having more details and things will help. Also look at the building windows, yours just has a solid color but a window would have some kind of texture to show an interior and have it lit up so there would be more going on with the windows.
You should also be using the meshes as Static, since they shouldn’t be expected to move or change. Otherwise they’re not getting the baked lighting. I’m not sure that using emissive materials as lighting works for GPU Lightmass though.
Thanks for the tips! I figured I’d start with simple emissive windows since I’m a noob. I was hoping to get most of the atmosphere from lighting first before applying any post-processing, but maybe that’s not realistic.