Adriano0ad Posted 1 hour ago Author Share Posted 1 hour ago 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 26 minutes ago Share Posted 26 minutes ago 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? Link to comment Share on other sites More sharing options...
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