So, I was going to make some sigs and some other graphic stuff in PS, so I fixed the models I wanted to play with. But each .obj with texture I import has this weird lighting issue (despite making a new light).
In "Texture Paint" option in blender it loads the model and texture perfectly.
But when I try to render the image it comes out weirdly.
Like this.
Any modelers that can help me with to solve this issue?
Your viewport is set to Material Preview, you can change it on top right:
Using that shading mode needs some proper PBR materials set up before it starts looking any good (and doesn't really work well with FL textures anyway, so its hardly worth the hassle).
There are a couple of ways you can go about getting quick ship renders out of Blender, one's quick and easy but is pretty limited in how much you can actually adjust the scene, the other one lets you pretty much have full control on lighting, camera angle, etc, but takes a fair bit of setting up.
Easy way is to switch your viewport to Solid mode, then click the small dropdown arrow next to it, switch to Matcap and pick whichever is closest to your desired lighting, you can also enable Shadows and adjust the angle to fit:
Then press N, select "View" in the bar that shows up on right edge of the viewport, and adjust your camera settings (focal length, etc) there. If you set background color to somethin that can be easily separated from the actual ship (greenscreen it, basically), you won't even need to bother with render settings and whatnot. Just turn off all the overlays and it'll give you a clean view of the ship:
You can then just printscreen your viewport, paste it in a photo editing software and remove the background and use that as a quick render that doesn't take much time to set up.
If you want more control over your lighting (angle, color, intensity, multi-light, etc) it'd need setting up an actual render scene, which needs setting up material properties, lights, and camera:
You can add lights and camera with Shift + A while in Object mode, then select each and adjust their position with G, their rotation with R and their properties in the right side panel.
- To adjust the lights, you can select them and rotate their angle in the viewport, or change their type/color/intensity in the right hand panel . Sun is usually easier to work with and takes less fiddling, the other light types are usually more handy for finetuning (or cast shadows). Setting up multiple moderate intensity lights instead of a single high intensity one, aside from better control on colors/angle, also smooths out the shadows which helps covers up the lowpoly bits of FL models a little bit.
- Camera is similar, you can adjust its focal length in right hand panel (the setting used in previous method is just for the viewport preview and doesn't carry over to the actual render, the one set in this tab is what the render output will use). Higher focal length tends to work better with larger ships so they dont get too stretched/distorted in perspective. Also, once you have a camera set up, pressing Numpad 0 shows you the same view as the camera/final render.
- To get a decent shading you'll probably also need to adjust the material properties. Select any part of the model, go to Materials tab in right hand panel , select each material, scroll down, and in the sliders give some "Metallic" and "Roughness" values to each until its shading matches what you want.
- To get a transparent background in your render, you'll need to go to Render properties and under "Film" make sure Transparent is checked.
Then once everything is set up, press F12, and Image -> Save As:
The first method worked perfectly, but the second method ended up with that weird ambient "light" thing over the entire ship in when I rendered, same as last time.
Frankly, I'm not sure what could be causing that one, haven't run into it myself. Here are a few guesses on what might be the cause, but could very well be somethin completely unrelated, someone else of the 3d folk might know more about it.
It could be some botched world setting, that would be the first thing I'd try to rule out. For that, the easy way of checking is going to the World tab and just delinking it (clicking the X next to the first field there), to see if it makes any noticeable change to the lighting.
It's also worth doublechecking the Render settings , if the Render Engine is set to Eevee, make sure Ambient Occlusion is off, and at the bottom of the list under Color Management, "View Transform" set to Filmic, "Look" set to None and "Sequencer" set to sRGB.
Also here is the quick material settings I used for the last post, might be something there as well.