Adriano0ad Posted Thursday at 19:56 Author Share Posted Thursday at 19:56 8 hours ago, Thalatta said: Acho que isso ainda é um problema, o que é estranho, já que você tem outros telhados que não são assim. Talvez fosse melhor modificar esses outros para obter a versão mais "polida", em vez de tentar disfarçar a aparência metálica daqueles que parecem de metal. There are some structures and vegetation where the lighting appears inverted; I’ve tried fixing this in Blender—since the texture is the same, the issue seems to lie with the meshes themselves. I’m not sure if it’s a global lighting issue or actually a problem with the structure meshes. They all have normals, secondary channels, and AO maps, all set to well-controlled levels. Link to comment Share on other sites More sharing options...
nifa Posted Thursday at 21:09 Share Posted Thursday at 21:09 1 hour ago, Adriano0ad said: There are some structures and vegetation where the lighting appears inverted; I’ve tried fixing this in Blender—since the texture is the same, the issue seems to lie with the meshes themselves. I’m not sure if it’s a global lighting issue or actually a problem with the structure meshes. They all have normals, secondary channels, and AO maps, all set to well-controlled levels. The shininess is defined by the spec map, and it should be dark where the hay roof is uv-mapped. Maybe you are using different materials in the .xml actor files and in some cases spec map is not taken into account and in some cases it is? 1 Link to comment Share on other sites More sharing options...
Stan` Posted Friday at 05:48 Share Posted Friday at 05:48 Also bad normals will do that. You can try to use "Reset Normals" in blender. Link to comment Share on other sites More sharing options...
Adriano0ad Posted 47 minutes ago Author Share Posted 47 minutes ago Hello everyone! I’m back with a few more updates on World Rising. Lately, I’ve been spending a lot of time improving the game’s flora, adjusting the textures and colors to make the vegetation look more consistent, natural, and realistic. The goal is to give the entire biome a stronger visual identity while still preserving variety between trees, plants, and bushes. There are still a few adjustments to make, but the overall result is already looking much more cohesive. I hope you like the changes! Let me know what you think, and keep following the development of World Rising. Link to comment Share on other sites More sharing options...
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