#Unity URP Render Settings
1 messages · Page 1 of 1 (latest)
it's 100% due to lighting
you may have to mess around with the scene's ambient light, and modify the unity materials to be more saturated
I don't know why some details on the face don't seem to be lighten as they are in Blender
I'm also trying to imitate SSS
However it does look better now
try adding a yellowish directional light source with no shadows
also, did you import the model in its .blend format? the shader conversions tend to be pretty poor. I'd suggest remaking the materials in unity
I imported using FBX
I think you just have to add stronger/more slightly colored light sources
Did that but not much difference.
maybe tinker with the color of the materials? I'm honestly not knowledgeable on how to use the lighting to get your desired look. maybe you could ask in #archived-lighting
I am using the same color because it's coming from my texture atlas so there should not be a difference
I'll try there too
I've had the same problems before. the thing is, the lighting/rendering between unity and blender is that much different
Also a weird issue, some parts of the model are clipping based on how I look at it
that's because faces appear invisible when their normal is pointing away from the camera
Shouldn't it only do that when the mesh is not facing the direction of the camera ?
I think you're thinking of culling (as opposed to Backface culling), which is a completely separate thing
In computer graphics, back-face culling determines whether a polygon of a graphical object is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen. If the user has specified that front-facing polygons have a clockwise winding, but ...
I see