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Already lit scene: how to translate to PixelOver's lighting model?

A topic by chess created Aug 03, 2023 Views: 170 Replies: 3
Viewing posts 1 to 2

In our workflow we'd like to render a scene in Blender with our own lighting setup, then import those objects to PixelOver to turn them into individual sprites in an isometric 2D setup.

The problem with PixelOver 3D objects is that we can't remove the lighting—when we turn off the directional light it's too dark, and if we try to make the ambient light brighter it blows out the colors. Is there any way to keep the lighting exactly as it was in our modeled scene?




It's hard to keep exactly the same lighting because this information isn't saved in the model file. But do you use scene or mesh ? I mean is it an obj or gltf/fbx file here ?

Both approaches are possible for us, we're currently exporting the whole scene from Blender.

So yes if you use gltf/fbx your lights aren't imported in PixelOver?