I’m using Unity to make sprites of 3D models and I’d like to setup the proper light in the scene to not have reflexion of the light source on the metallic parts like that :
Here is my current light source :
What kind of changes could I make to remove the reflexion while keeping the metallic aspect ?
Metallic materials are by design supposed to reflect light in a specular way in order to maintain their metallic appearance. When you increase the smoothness of the material, you essentially take away detail from that specularity (the white highlight you see on the shield) to make it look less like a mirror.
I am assuming that what you are trying to do is maintain the texture of the shield and take away the reflection. This can be done by reducing the ‘metallic’ slide on your material. This will take away the specularity.
Reducing the intensity slider on the lights you are using is also an option you can consider, although that will affect the entire scene / model and not just the shield.
Thanks, I’ve been able to get a decent result by reducing the specularity to 0.7 and adding a second light with a lower intensity to cover other parts of the model