Hello guys, how are you? I need some help... I've been trying to create a realistic shading but I find it always excessive. In this wall for example, the light diference between the half on the top and the half on the bottom is unrealistic... How can I manage this? Is this a problem with normals? Is it possible with other shader for example? Thank you
The engine only has one smoothing group, so you need to detach each smoothing group from max. You can use the gmt smoother tool found here: https://docs.studio-397.com/developers-guide/development-tools/3ds-max-tools
Thank you @Coutie , it worked as expected Now I have another question... when not exposing the wall to sun light it becames too dark... What is the best way the reduce the diference in wall brightness between "with light" and "without light"?
Hello again guys. I'm working with some new stuff and some help would be good to continue. I'm trying to recreate the brightness on top of the kerb, like the video on left. I tried some variation with fresnel and some tweaks in specular map, but I can't get the brightness like. I'm start wondering that I need to adjust normals too, especially on top surface of the kerb... In game the brightness is too much smooth, even if I increase the brightness on fresnel or texture... Thank you
You should detach the top part to it's own element, then it'll have a hard edge, and will start looking more like how you want it.