SpiderPig Posted February 5, 2023 Posted February 5, 2023 I'm going to be using a lot of low poly assets (flat shading and plain colours - only a diffuse texture which sets the colour per triangle) and I'm not sure if the PBR lighting should be used still or if I should use the classic shading? Quote
Solution Josh Posted February 5, 2023 Solution Posted February 5, 2023 I would try to use the PBR approach because it looks good. Your environment maps or probes are very important for this. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
SpiderPig Posted February 5, 2023 Author Posted February 5, 2023 I thought it might look better. Although the colours do look more washed out than in blender. Especially the greys. I'll take a screenshot... Quote
SpiderPig Posted February 5, 2023 Author Posted February 5, 2023 Okay now that I see them side by side they're not too much different. The one in blender does look better though. Looks more specular. Lighting is not my strength. Blender: Game: Quote
SpiderPig Posted February 5, 2023 Author Posted February 5, 2023 I think I just need better environment maps. Quote
Josh Posted February 5, 2023 Posted February 5, 2023 Yeah, that blue tint is probably the environment map. Make sure you are setting the diffuse and specular maps. Here are a few sets you can try: https://github.com/UltraEngine/Assets/tree/main/Materials/Environment 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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