Ambiera ForumDiscussions, Help and Support. |
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Can anyone help me with the graphics please because im trying to have a realistic looking game but the light calculations look like they where made in ms paint bro someone pls help cuz im low key tired |
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Use reshade software |
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No im mean in like reflections and normals |
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bake high-quality graphics to textures in blender before exporting to CopperCube |
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Imo the most significant thing that makes 3d scene to look realistic are lighting and reflections. Unfortunately, it's really hard to set this up in Coppercube. There is a number of limitations: 1. Normal mapped materials are only supported by static meshes, and only with dynamic lighting. 2. There is no "plate" or "area" light. There is no way to make light emitter materials. 3. Real-time shadows for animated meshes are only casted by a single dynamic light. Which makes it only usable for outdoor scenes. 4. You can only reliably use 4 light sources at the same time. Basically, if you want the game to look realistic you have to be creative about it. I would say, first of all learn and understand the tools you have. At least read through docs:https://www.ambiera.com/coppercu...,https://www.ambiera.com/coppercu... You can also use the following techniques: 1. As it mentioned above - you can prebake textures with lighting applied inside your modelling software 2. Use fog if it suits your scene. It hides a lot of details, and also "simplifies" lighting 3. I believe static lighting to be vertex based. Try subdividing faces for more polygons 4. Use UI maps with less cuts. If you are using blender never use "smart projection" or whatever it is called. Specify UV cuts manually 5. You can pre-render reflections as well. You can fake reflections using render to texture function, or by putting mirrored geometry behind the semi-transparent surface. 6. Use normal mapping - though it is not necessary to use it on every surface. Remember it only works with dynamic lighting 7. Use fake shadows - render item/character silhouette or just square/circle shadow, apply this texture to the plane and put it under your character 8. Use animated textures if necessary 9. You can write your own shaders, this can help I guess, maybe Overall you need to think like it's 2005 not 2025, and you will get a nice result:) |
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thanks for the help i also found a good work around for reflections on a surface. by adding a water surface and removeing the waves its basicaly a mirror. then i just set the alpha very low. and i then get a nice looking reflection result :) |
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