Your favorite bar in Midgar, owned by the hottest, ass kicking bartender around.
7th Heaven bar from FFVII Remake, ported from game assets, and blender, into unity.
Scene includes a "subscene" for vam lights, and an "empty" with post processing plugin.
This was done as part of a fun collaboration with JackyCracky, who's releasing their own excellent "bartender" very soon! You should see how much ass she kicks!
My first environment port, and I wanted all the emissive lights working properly, so I spent a lot of time tweaking the baked lighting. As a unity novice this was a challenge, and is, far, far from perfect, but overall I'm happy with the results for now. I only baked lights that I thought made sense, and vam lights are required to properly light areas like the bar, and any added looks. I wanted relaxed, after hours sort of look, so its not overly lit out of the box.
Its a pretty complicated asset with around 350 textures, and a lot of overlapping UV's so there are some lighting artifacts, but I did my best to mitigate those. If anyone has unity lighting tips, please send them my way!
Images showcasing the asset with and without VAM lighting and Postprocessing plugin.
7th Heaven bar from FFVII Remake, ported from game assets, and blender, into unity.
Scene includes a "subscene" for vam lights, and an "empty" with post processing plugin.
This was done as part of a fun collaboration with JackyCracky, who's releasing their own excellent "bartender" very soon! You should see how much ass she kicks!
My first environment port, and I wanted all the emissive lights working properly, so I spent a lot of time tweaking the baked lighting. As a unity novice this was a challenge, and is, far, far from perfect, but overall I'm happy with the results for now. I only baked lights that I thought made sense, and vam lights are required to properly light areas like the bar, and any added looks. I wanted relaxed, after hours sort of look, so its not overly lit out of the box.
Its a pretty complicated asset with around 350 textures, and a lot of overlapping UV's so there are some lighting artifacts, but I did my best to mitigate those. If anyone has unity lighting tips, please send them my way!
Images showcasing the asset with and without VAM lighting and Postprocessing plugin.