I’m having troubles at the moment with getting these settings right. Lightmapping seems to always be a pain with Unity. I think the issue here is with my UVs. I’m using the UVs that Unity generates in the import settings. The resolution is crazy low for some reason, even though every single setting is on maxiumum.
I never tire of seeing Timothy J Reynolds’ stuff You’ve done a pretty decent job of emulating it in Unity there - is it a custom shader, or did you duplicate vertices to prevent interpolation across faces?
@tanoshimi , Actually, the best way to do this in modelling is to harden the faces normals, forcing light to reflect off them at hard angles, which creates this effect quite nicely.
Does Beast not interpolate vertex normals across each face? I’m not that experienced with lightmapping, but for realtime flat shading in Unity I was under the impression that vertex normals are always interpolated across a face (and a vert/fragment shader has no knowledge of the face normal of a given fragment it mght be processing) so, to get a flat shading effect you either have to duplicate any vertices shared between faces (giving each copy the “face normal” for the face to which it relates), or else use a custom lighting model… am not near an appropriate computer at the moment to try, but will have a go tomorrow!
Actually, it’s neither. I’m using the default Diffuse shader, as I’m finding that gives the best effect. As far as getting this look goes, it’s in the import settings. I set Normals to Calculate, and I set my Smoothing Angle to zero.
Reference image is sexy i would start with tweaking ambient light on shader, then proceed to surround the piece with multiple directional lights, (for example 1 for sun, 1 for reflected ground light) and in general just play with lights until effect achieved. I would use lightmapper only if you dont plan on dynamic lvls.