Hi, (sorry if this is an unnecessary post)
I posted about a weird shading thing that happened when I was using Tidy Tile Mapper and Directional Light (also with all types of light.) Jessy said that;
Your cubes are only 8 vertices. You can’t do proper lighting with that, because the faces share normals. You’re going to need to split up the faces so that each one has its own set of four normals/vertices.
http://docs.unity3d.com/Documentation/ScriptReference/ModelImporter-normalSmoothingAngle.html
So my question is, how would I split up the faces to do this? In blender - I tried subdividing but I still had the same problem.
And isn’t this also a waste of resources? Instead of 6 faces being rendered 24 faces have to be rendered. Can someone explain why this is because I’m quite confused.
Thanks,
Yharooer