I’ve been experimenting a bit with shadows and light sources lately, trying to find a look that works without taking too much time. I’ve been able to ramp up some precision on the Shadow Map shadows, but it seems unlikely they’ll ever take partially see-through polygons into account. They’re alot quicker on render-time though, so we’ll see which ones I stick with in the end. Might go look up what the other shadow types are.
The fires are actually done in 3D studio – simple particle functions with some blur. They could likely be better, but for me I think they look rather firey. There probably could have been more emitters making up one to make it a bit more varied, but I’m guessing that’s very much why I need the practice.