Hi everyone… I’m a relative noob to 3d Max and total noob to Unity.
I can get models into Unity now, with textures, but when I do, the materials that are simply colors not only appear lighter than they do in max, but REALLY SHINEY. Meaning, not only bright, but with 1980’s-esque airbrush looking shading on it even if its a flat plane. Is there any way for me to fix this?
It’s probably the lighting on the material in Unity. It defaults to Diffuse IIRC - if you don’t want any lighting on it at all (just showing the color data from the texture) change it from Diffuse to Self-Illumin → Diffuse in the shader drop down on your material.
I wish it were that simple. I’ve tried saelf imuminated, but it still has the rediculously strong shading all over it (less dark, but still very much present). Its like glossyness is turned to maxc on all color materials (no image) but I dont see any way to control it.
I did some more playing and it definately has something to do with the shading “data” that Ilumin A uses when in self inuminated diffuse mode is set. Is there any way to completely turn off this shading? Why on earth would a totally flat surfact have this bizarre shading?
I know there’s no Texture assigned, but its a material with a color. I will try assigning a small texture image, but judging by the fact that the “Sports” sign is sufferning from a similar shinyness issue and IS using a png texture image, I unfortunately double it will fix the issue. I’ll try first thing in the morning and report back.
I changed the material from “none”, meaning just a color, to an actual png file of a solid color, same problem. See screenshot I posted above for the over the top shading.
Is there a way to turn off ALL shading everywhere?