SpiderPig Posted February 5, 2023 Share 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 Link to comment Share on other sites More sharing options...
Solution Josh Posted February 5, 2023 Solution Share 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. Link to comment Share on other sites More sharing options...
SpiderPig Posted February 5, 2023 Author Share 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 Link to comment Share on other sites More sharing options...
SpiderPig Posted February 5, 2023 Author Share 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 Link to comment Share on other sites More sharing options...
SpiderPig Posted February 5, 2023 Author Share Posted February 5, 2023 I think I just need better environment maps. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 5, 2023 Share 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. Link to comment Share on other sites More sharing options...
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