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Cursed_Soul
30th Jun 2003, 09:16 AM
ive been trying 2 make my own meshes, and its finnaly at a stage that they could be used ingame, but even if i add a lightmap to them, they keep looking ghay lit.

what can i do 2 make em look less like this, and look more realistic lighted?

Mychaeel
30th Jun 2003, 09:44 AM
Use more polygons, or bake the lighting.

Cursed_Soul
30th Jun 2003, 09:49 AM
i baked the lighting and it had tons of polygons.

i know what im doing untill the light comes, this thing has at least 1000 polies

X
30th Jun 2003, 01:20 PM
i baked the lighting and it had tons of polygons.

i know what im doing untill the light comes, this thing has at least 1000 polies

Select your mesh, and use the uvw unwrapper, then chose flatten map (this is if you are using max) and then bake the lighting on. This will still give you seams and such on the mesh cause by the programs bad flattening, but it's a lot better than the vertex lighting that you get normaly.

Another thing you might want to do is to just cut out the extra polys completly and just use a texture.

Cursed_Soul
30th Jun 2003, 02:57 PM
lol, i know how 2 unwrap and all 2, thats easy peasy.


lets just go further on this thread, becouse i have 2 with almost the same thing.
and im not an expert when it comes 2 lighting in max :(

but what do you mean with cutting polies and using a texture, a poly still needs a texture/material..

ChubbyCharley
30th Jun 2003, 05:37 PM
but what do you mean with cutting polies and using a texture, a poly still needs a texture/material..

don't make the bolts 3-d, make a texture with bolts insted ;)

Cursed_Soul
30th Jun 2003, 08:27 PM
that looks gay.. im just making a set of bolts im gonna use on them in ued :)

but still i need 2 learn how 2 lightmap propperly