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odd lighting at UV seams
Hey there,
i've just finished my first 3d character but somehow it gets lighted pretty strange...
i have several guesses but when i tried to google for all that stuff it didnt seem to be the issue either...
it just has a plain texture no normal map or lightmapping. and its just a low poly mesh i dont have a high poly one so i dont know how to make a normal map for it aswell now ...
also i would like to mention that its very low poly ~2k
as you can see the neck looks very odd and that line is exactly where the seam is.. also there is this odd lighting at the nose bridge which i think is due to the missing normal map.
So my questions are :
how do i fix this lighting issue with the neck?
how can i make a normal map for this character now?
is there anything else i have to do ? i have this mesh its rigged and i made this texture thats all...
thanks a lot in advance !
Answer by Paulius-Liekis · Mar 03, 2015 at 07:22 PM
The normals must be wrong on the neck. Don't you see the same on your modeling software? Fix smoothing groups/normals around the neck.
Nose looks alight to me: there is a light coming from the back and it hits the side of the nose. It will lit the nose even if it's occluded by the face unless you enable shadows.
Normal map should be done not in Unity in some modelling software, so it would be wiser to ask that elsewere.
the textures are fine it isnt like that in blender(modeling software) and it isnt like that in unity if i turn off dynamic lighting also shadows are turned on in that screenshot ^^'
that model actually doesnt have any normal maps just the plain texture
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