>>46410716I'd like to point out, the garage in the bottom left pic is the perfect example of a place in the image with ambient light being occluded (meaning that light from the blue sky isn't reaching into it very well, and light bouncing from other objects also isn't getting into it much)
That's in large part because the sun is *very* overhead in the scene (even if the shadows don't match it on all the assets, the effect is still sold)
This means that most things on the ground are being lit very brightly, and the light from the sky isn't being represented as much in the reflected color. The value ranges of the picture contrasting very bright areas vs very dark shadows also contributes to why the graphics appear so bright and sunny. On overcast days, light is more diffused, and often the sun is blocked, leading to softer transitions between light and shadow, and a lower range of values overall.
More realistically, a bit of light colored by the grass and dirt outside the entrance of the garage should be affecting the shadows inside it, but I genuinely don't care, because there's at least a basic understanding being applied, and most objects in the game aren't being colored for bounce light anyway. That's in large part because unlike that garage, a lot of assets need to be reused and placed in different situations, and having a colored bounce light on the texture might make it fit better in one location, but might look completely wrong somewhere else, so it's sometimes better to completely ignore that.