#GitHub - ckusellagussin/Website_Showcase...
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So, here's what it looks like on my "mostly default" settings
You'll find some areas don't seem to look as good such as this last one, but that's not a problem of light settings, rather of lighting and environment design
Lighting design is a whole profession for a reason
I disabled all the small meshes I could find because they were lightmapped as well, which is not a good practice and would make baking very inefficient
For example this football's polycount is crazy, and will be incredibly costly to bake, and to top it off each individual part of it would get its own space in the lightmap
Lightmap which at that scale will only detract from the appearance, if it will be visible at all
Only meshes that can reflect bounce lighting to a noticeable degree should be contributing to GI, and all of them receiving global illumination to light probes rather than lightmaps
For that you should be placing light probes around the level
I placed some smooth shaded shadow casting meshes above the rooms to block the light leaking, but it wasn't enough
Because the edges are separate, sometimes overlapping pieces the lighting will be inconsistent in corners
the samples and compression will distribute unevenly in these seams
ditto
Anything with visible overlap will result in texel invalidity and terminated light rays
At a glance this discontinuity might seem mysterious
But it's quite easily explained by the parts being separate and overlapping
ProBuilder is not really meant to create bake-ready level geometry
I left a couple of text meshes enabled so they could cast shadows with contribute GI on but with no received lightmapping, which in retrospect still probably amounted to a big chunk of extra bake time
These are incredibly dense
One more thing is that you should add a valid .gitignore before you commit your project
Right now there was nearly 2GB of temporary editor library files, not only taking up space but causing errors when cloning and making a mess of the commit dialog
Okay i've finally read it, It seems a lot of the issues are due to not everything being connected together. Would you suggest I make this level in Blender as one shape? @wild abyss
Those letters were also created in Blender and imported in, I guess I should use in built unity letters?
TMP has 3D text which I believe generates geometry for the text in a similar way, but should have much less polygons
Text that's rendered on an opaque cutout texture will cast shadows when baking also
Il be sure to take a look, im guessing I’m heading to blender for the level design?
Yes
ProBuilder is recommended for use in prototyping only