Hey guys,
I have a change room scene with a small amount of ambient light and a point light source. I have two skinnned and textured character models, both with identical material settings and ‘diffuse’ shader and both with the same texture wrapped around them.
For some reason the light in the room is only lighting one model and not the other but this behaviour is apparent ONLY when running on my Nexus One. In the Unity editor the lighting equally affects both objects. I have tried removing each of the characters from the scene and the behaviour persists. For some reason my female character model will not reflect light from the source.
Hugely stumped on this one. This is a port from an iPhone title and we previously had the same issue with 3G and iPod Touch 1st gen that we tested on but it worked fine on 3GS. Never found a solution so just fudged it.
Why can’t this model reflect light! Some setting with the UV mapping in 3DSMax??
Cheers,
L
It may be a UV issue… did you check the face normals in 3DS?
Have you tried using a directional light instead? Does it receive light then?
Hi Sawfish good call with the normals. I had a look in max and the normals are greatly different magnitudes on each character (blue lines ~10x longer in one than the other). This is the first thing I’m managed to find that differs between the two models appart from their basic geometry / poly count.
Do you know what the length of these lines represents and how it might affect lighting? If intensity due to lighting is added based on the dot product of the angle of incident light with the normal vector the magnitude could act as scalar multiplier, ie. the longer the normal line the brighter the object in the light appears.
Not sure what this means I’ll need to run it by the 3D guy I had working on these tomorrow but looks like it could be on the right path. Thanks for the help.
Ps. yes tried directional light, same behaviour.