A basic noob newbie foolish beginner question..

Yes because i´m that, for now… haha :lol: (excuse me peoples who are in my same position…)

I have a little dude with "lights"´, really, i´m not sure if lights are the problems, but when i navigate with the cam to inspect scenery (grabbing and rotating) some parts of the meshes and textures get darken or lighten depending what position do you have the camera.

Showing you the 1st image, look at the wall, left and right sides gets darken.

But if you look directly to the wall, then it will get lighten.

My apologize if this is a very noob question…
Thank you in advance.

Mike

What material (surface property) does your wall have? If you use a specular the light will act differently across the surface depending in the angle. Using a straight diffuse should not.

Hi, thank you for answering.
Not sure if i´m using lights by defaults, i looked into Hierarchy panel and didn’t found something related to lights, the truth is that images are baked from blender, so eventually there’re no lights.

So i can suspect that is something related to materials (like you said) or the camera itself.

Do you mean specular option in blender or in unity itself?, if blender, the specular factor is set to 0, well, in blender i have set Texture Face either i´m using lightmaps.

When you import your mesh (asset) Unity will create a material for that mesh.
You do not get the shading properties from Blender (or to my knowledge any other software package), so you need to assign a shader to your material
There’s a whole bunch of ready to use shader that come with Unity. “Specular” is one.

When using baked textures (with a direct light baked into them) you should maybe go for the “unlit” shaders as your surface is already “lit”.
I’ve used the shader “Nature” → “Vegetation 2 Pass unlit” a lot as it provides a two sided unlit surface (not affected by dynamic lights) and supports alpha (although cutoff - just stay away from 100% white in your alpha).