I’m hoping im in the right section for this question. after getting burned by anouther game creation tool, I have learned to ask questions before buying anything.
that being said:
I seem to have two problems (so far).
lighting:
Im using the free version to test out Unity3D and see if it is what I need (the only other option is hard coding, although I have done that to a degree I found out I want something a LOT more simple (like Unity3d)
here is the set up:
one room with two large floor tiles (textured with the same material in blender) exported to unity.
And 5 lights along the outside of both tiles (meshes) on each side.
only two lights seem to work at a time. expand the light distance of one (or the entensity), and it shuts off the lights.
I cant seem to equal out the lights becouse only two are showing at a time.
bump mapping:
this isn’t having any effect on a tile floor texture on a 4 verticies mesh plane.
The responce time on this forum is amazing. what was that , like 30 seconds?
anyway … the quality light setting worked thanks (I usually suffer from opperator headspace, so somehow i missed that in the manual (what i got read))
the bump mapping is a normal map i created in the gimp … it is pretty well defined, however im using a B/W height map in blender and made the normap map out of that texture.
Ok, then you need to convert the bump map to a normal map. In the texture import settings there’s a check box for “Generate Normal Map from Greyscale” with a “Bumpiness” setting… from the docs:
A little tip on this for highly detailed normal maps i just found out.
I seem to get a much better quality “height” with my normal map when i tile the texture on with a smaller image than when i use one (or two)HUGE texture and normal map.