#Low poly lighting

1 messages · Page 1 of 1 (latest)

inland ice
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Hello, Im making a low poly heist game but currently I really dont like how my game is looking, it feels very default unity but idk how to fix it. Anyone have ideas?

steel ledge
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Try baking your lights and maybe add some probes

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add some post processing if you want too

inland ice
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the lighting is baked and there's light probes in there already

valid mica
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tbh it doesn't look like baked lighting

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are you sure you baked it correctly?

little osprey
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Make sure objects are marked as static where needed (so they can recieve baked light) and that lights are configured correctly to be mixed or baked only.
If you want realtime shadows do check those settings too (did you turn them off?)

timid compass
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There's a bunch of steps required for baked GI
Make sure to follow them all

inland ice
valid mica
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how do you know that? Did you try looking with the lightmap debug mode?

inland ice
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and each object has one of these

valid mica
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that's weird, it still doesn't look like baked lighting. Do you use custom shaders on your objects?

timid compass
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It's up to the shader to support GI, as well as other types of lighting

dark grove
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Add an outline to it. It'll make things pop.

little osprey
inland ice
little osprey
# inland ice this is for the roof

Looks fine so I presume something weird like a second realtime light with no shadows is in the scene which is butchering the baked light.
Double check all lights!

inland ice
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there were indeed multiple lights I accidentally duplicated, this is what it looks like now

little osprey
valid mica
timid compass
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Add probes rather than try to remove reflections in other ways
Baked lightmapping is meant to work in tandem with reflection probes
(as well as light probes for any dynamic ro non-lightmapped meshes)

inland ice
timid compass
inland ice
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my reflection probe doesnt include most of the scenery for some reason though

timid compass
inland ice
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got it working

timid compass