Lighting and Texturing

Hi,

In the game engine, what can be done with lighting. So far I have tried point and lamp lights. I notice there is a lot of brightness in the game engine whether material or texture is selected.

Engine? Anyway, in general you have to tweak lights and lighting in engine ( baking, ambient occlusion, PBR…). It’s not a copy paste process. In 3D soft you just prepare materials and UV mapping but you have to use suitable shaders on those materials. Depending on your platform, etc…

Well, I began a little of texturing, and I’m using an image I had downloaded, it is all I have to use for my task.

It is a little dark, but that aside.

Just in some parts of my map, it is far too bright or dark. Obviously when selecting a mesh, there is the default material, intensity is at default. I tried messing with that, but that doesn’t change anything.

Platform? Well I’m on a desktop computer.

27Euros is the game development book via the Blender shop, so £21. That may be useful for this type of work.

use a hemi at 0.2 energy duplicate it rotate it upside down, then use a point lamp or any other and set it around 1.0 energy.
should give you better results.

This example displays the mesh there in the background as very bright, with no material. That is fairly common with this in the game engine.

And I only just realised the moving of light by using the texture option.:eyebrowlift2:

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hmm, the mesh, go to edit mode and recalculate normals, see if that works.

I also notice, when texturing, both sides of a mesh display a texture. It isn’t a problem for me. I’m just a bit suprised at that.

What I also find a little tiring is, to model out mesh then view in texture or material, Solid modes, and then seperate mesh to texture, delete smooth modifiers and all that.

I guess I can group everything in the end, so long as I keep the images in the same folder.

I also notice, when texturing, both sides of a mesh display a texture. It isn’t a problem for me. I’m just a bit suprised at that.

this is normal. for a plane you are stuck with same image on both sides, but for a cube you can asign a material per face, thus giving you the option to use like 6 textures on it(1 for each side/face)

And UV mapping one mesh object is fine within the game engine, some of my textures aren’t displaying, while on the others which are also UV mapped and not seperated display.

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I also need to know, should I have added the image I’m using in the materials? For some reason I just went on to select the mesh and open the UV mapper and apply the texture?

I also need to know, should I have added the image I’m using in the materials? For some reason I just went on to select the mesh and open the UV mapper and apply the texture?

aply a material to object.
go to texture tab and add a texture, load your texture set mapping to UV (should be standard set)

I have done my lights for bottom and top of the walls, some just apply directly using UV mapper, and some loaded from the Material list of the same texture. They both seem to work fine. I know a bit sloppy.

I’m a beginner doing these kind of tasks, so I’m not organised. So long as I know what is what, it should be fine. Not that many left to do.