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Question by heymrred · Nov 27, 2012 at 02:47 PM · lighttexturesshadows

Improving the game texture details and random light bugs?

First of all, hello! I have this little problem with the game we are working on. First of all, not matter how much we increase the antialising (8x) the textures are still kinda low quality (even though the textures are created by UVMapping) and not really repetitive. You can see a screenshot over here:
alt text

Also, we have some problems with the illumination, as in, the materials don't get the full light (The light just seems to be stopped by something), as you can see in these two examples:
alt text
alt text

Furthermore, the third and last problem for the moment would be that after reaching a certain distance, the light pierces through the material. Before reaching the distance:
alt text
After reaching it:
alt text
alt text

Thank you very much for your time! Any help is highly appreciated!

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avatar image DavidDebnar · Nov 27, 2012 at 03:04 PM 0
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You need to use shadows (Pro only) to make the light not pass trough objects.

  • $$anonymous$$

avatar image heymrred · Nov 27, 2012 at 03:41 PM 0
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$$anonymous$$, I did that already, tried both hard AND soft shadows, no result whatsoever, even if the shadow strentgh is to the maximum. Thank you again for your time!

avatar image heymrred · Nov 27, 2012 at 05:46 PM 0
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Thank you alucardj, I didn't know that, I'm sorry :)

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Answer by GameGuy · Nov 27, 2012 at 04:43 PM

  • Screenshot 1:

Check the Importsettings of your Textures, change them to Advanced, deactivate Mipmaps and change the compression to Truecolor and make sure you choose the native resolution of your Texture. You can also take at look at "Quality Settings" under "Edit->Project Settings -> Quality" and alter the VSync properties.

  • Screenshot 2/3:

Looks like you are using a Mesh that has Triangles instead of Quads. Take a look at the screenshot is an edge where I painted the red line? alt text

If there is a Mesh edge you should remodel the mesh with Quads like on this overlay here: alt text

  • Screenshot 4:

You should tweak the Lightsource and give the cookie Texture more smooth on the edges, this will not make it perfect but it is a good start.

  • Screenshot 5:

Make sure You turned on Cast and Receive Shadows in the Mesh Render component of Your room. If you have, run the Project in Unity and make sure that the lightsource can not go through the wall(collider)


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bettergeom.jpg (34.4 kB)
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avatar image heymrred · Nov 28, 2012 at 08:58 PM 0
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I must say, you, kind sir, are a genius! You helped us more than you can imagine! Thank you! Just one little thing, are you aware of any way of dividing the whole object without having to cut manually? It's huge! Thank you again for your time!

avatar image GameGuy · Nov 28, 2012 at 10:58 PM 0
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Glad I could help you :) From what I know it is impossible to compute a good quad topology for a complex shape like a building is. But I would invest the time to make it quads...btw you can get a lot more info and maybe speed the whole up if you ask that in a forum for your $$anonymous$$odeling program.

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