Thanks you alot Shock !!!
i have 2 questions:
i saw a light source placed... whatever on the scene ground ... Does it really have no importance where it is placed in the scene ? i would have think it should have been place in front of the building in an angle x-y and maybe at 45 degrees in the air (kinda place where the sun would have been ....)
2nd question :
i usually always texture every pieces before i move them to their designed spot so when my mesh is ok, everything is already textured out ... Do I need to save and paint everything with a grey neutral color ... do my rendering, and then cancel back the recolorations to my original textures ?
Thanks for that, but unfortunately it seems that there is not a single option that is consistent between blender and 3dsmax!
The UV channels for example. In Blender you can add as many UV views as you wish, however they are called 'UV' then 'UV.001" "UV.002" etc. You can rename them, so when Banished looks for channel 2, does that mean it is looking for a UV map that is specifically called UV Channel 1 and UV Channel 2, or is it just the second one in the list?
I also read that the AO in Blender is not dependent on lighting in the scene, perhaps this isn't true.
The video did give me some ideas of things to play around with, so I'll see if I can get something that works.
01-15-2017, 12:21 PM
(This post was last modified: 01-15-2017, 12:22 PM by Necora.)
Well, I'm trying to figure out what I a doing wrong with mine. I am using just a white png at the moment, but would like to get a proper AO going on the buildings. The white png works, but it lacks definition, and when I added it to the new crops I made, they are really dark in the light and glowing in the dark. With buildings when I add a proper baked AO, it keeps coming out too dark, no matter what I do. I've tried removing all materials and textures, adding a plane beneath the model, adding sunlight above the model, it seems to make hardly any difference to the AO. Plus, having to load it up in game each time to see the difference is a pain. That is why if I could see a screen shot of a model, a simple house or barn will do, in 3ds max with AO applied as a texture, I can see what is meant to be dark and what is meant to be light, how dark is dark and how light is light, and can play around with my settings to get something similar.
So for now a basic light:dark AO would be good.