The other sides can be really low poly! (also of course, for lower file sizes: work on your textures to keep them as effective and small as possible).Īnother tip that might work in certain occasions, is to paint light and shadows directly onto your textures. One tip is to have more polygons only on the sides of the objects that are visibile to the player. So, for better lighting in the most vivid conditions, generally add more polygons, but think about the size as well when it comes to more advanced objects. It's like thinking of a mirror, where the reflecting part was held away from you, and when you flip it, it reflects you. This is solved by importing it into your 3D-software of choice, select the "wrong" faces and find a function to "flip the normals". Is a side of the object, or most of the object still very black - hardly not reflecting light at all? Then you migth have a normals problem. The right cube is of course also larger in size - 37kb compared to the first cube's 2kb. Therefore, the last cube has a higher polygon count and also a much smoother shape which also reflects light in a more natural way. The second has 16/side and the third cube to the right has a lot more - 64/side. In the wireframe mode, you can clearly see that the left cube only has one face/side. As you can see, they perform very different when a point light is near them. Then bring it into CC again to see how it performs.Īn example is shown below, with three cubes which has a plain colour texture added to them. You'll need to import it into your 3D-software and for example subdivide it so it receives more polygons. If it has very few polygons, there is probably your answer. You can easily check in CC if an object has very few or quite many polygons: Put your dull object in the viewport and press Ctrl+w for wireframe mode. This might probably have to do with the amount of polygons. With these settings some of your objects might still display as dull, and sometimes hardly even reflect light, and if so, they perform in a very clumpsy manner. This may also darken or lighten your scene, thus making it more day or nightish. Under scene-attributes, you may also change the background and surround colours. More explicitely : if your plate has a surface of (two faces) then the force exerted on the upper surface is : at depth. Also in the scene graph, select "scene" and "attributes" in order to select "shadows". The most often most vivid setting is to use "dynamic" on all object textures and to use both the directional light and the point lights in the scene. To make your scenes in CopperCube more interesting and alive, light and the absence of light - dark/shadows, is essential!īy selecting an object in your scene, you may choose "static" or "dynamic" (under materials).
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