basically the meshes have something that makes them have strange shading and it’s exactly what I need, the issue is how do I do it? I’ve tried taking the mesh and putting it in blender and changing the individual vertices to go over my mesh, but it’s taking forever and when I export I don’t want to have someone’s texture in the files. is there a specific option in blender to just change what I currently have to have the shading I want and export to fbx/obj? please let me know
Well i am also a beginner. But ik how they do tht.
Basically when ever you create a mesh it has a *Shading Map which determines how will light strike on it and reflect back to camera. If you are using blender :-
This can be solved by smooth shading but it gives a Very Deep yet Vague Shading. To solve that we can use some modifiers.
This Guy taught me this stuff long ago so if you want to learn more see this
Thats what im saying. You use some modifiers here.
Mostly Bevel should work for you. But if not first do decimate then try bevel or try flipping normals.
Set the bevel to ~0.5 (Varies try messing with numbers though 0.5 will work for you, then try messing with angles in modifier tab)
Oh cool was writing about it. But i still dont believe tht u will get your desired results as for the most it doesnt work for me so i have to use the above method mostly .still if you get it right then i guess my meshes suck
You can try enabling auto-smooth under the Object Data
Properties tab to achieve a much smoother and sharp edges for shadow rendering.
As for the last two images you’ve provided, the glowing effect mainly is based on the UV maps being baked with indirect and direct lighting scenes.
This video is a good example on how to bake scene lights onto your UV texture:
Uhhh hey just ONE last solution. If your mesh is gonna be stationary then you could just split the mesh in to 2 (leaves and the branch) and apply a highlight to them.
You want the tree to have the style of the other shape thing; but that shape has faces which are calculated incorrectly as to not be multiple proper faces with a flat surface, but rather one single face that has illogical porportions and calculations.
I drew a diagram showing what that shape actually is composed of.