Basic Low Poly Lighting

Hi,

I’m completely new to unity with a strong programming background but no art / 3d modelling knowledge at all.
I’m working on a dungeon crawler game with a hex map, but I’m completely failing at lighting the whole thing.
Here is how it looks at the moment:
77229-screenshot-2016-08-30-17-26-50.jpg

I played around a lot and ended up adding multiple directional lights from different directions so that all sides of the hexagons are lighted. Otherwise the dark sides were too dark and were “merged” into one indistinguishable shape. I also played around with different settings for the ambient lighting.

My Problems are the following:

  • The walls compared to the tops of the tiles are way too dark. They should have about the same color.
  • At some parts of the wall the different sides seem to melt into one (like on the right of the hallway)
  • The overall color is much too light compared to the color I defined for the shader

I used the Legacy Diffuse Shader, as I thought it’s a diffuse shader that I want.
The terrain is proceduraly generated, so I cannot bake the lightmap offline.

The style I’m aiming for is this this classical low poly style with simple colors for all faces of the models.

You could remove all lights and set the ambient light to 1 so everything is lit. Then add something like ambient occlusion so you can see the corners again and thats it. I dont know if thats the look you want but that would be a possibility