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Wow! Loved this game. I am so impressed with the art, and especially the lighting. Lighting is one of my biggest weakness' in 3D. How did you get it looking so nice?

I loved the voice over, and the story. Your use of the wildcards was excellent. The game ran buttery smooth (minus the scene transitions) for me. I loved the main menu. Really everything about this game was well polished and felt profession. Excellent entry.

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Thank you ;)

I used BakedLightmaps for all levels - it precalculates indirect lighting in the editor so you have fast GI at runtime. It makes the environment less dynamic, but for most games that's not an issue. I also always used a sky (procedural Godot sky but HDRI skies work as well) even if it's not visible indoors. This creates a more realitic lighting in combination with the baked lighting. Then i added one or two Omni/Directional lights per scene. If you use GLES3 you can also change the Tonemapping to something other than Linaer...i used GLES2 so that was not available unfortunately.

For the gun i baked an ambient occlusion map in Blender..otherwise it would have looked a bit too flat without textures. Standard Godot materials support ambient occlusion maps.

Thanks for the reply! I wondered if it was baked lighting. I still haven't gotten around to learning how to use it. I wanted to use it for my currently game jam game, but got a little intimidated by setting up UVs. I typically texture my 3D art by creating a color palette and just kind of crushing the UVs into the color I want.

I didn't know more than one directional light could be used. That is interesting!

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You don't have to setup up UVs manually if you want to use BakedLightmaps. Godot generates the UVs for lightmaps automatically on import (there is a setting in the import tab). They are called UV2 and exist seperated from the normal UVs you create in Blender.

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That's good to know! I didn't realize Godot would generate UVs. I assumed that the UV2 slot would just be a copy of the regular UVs, which in my case  would probably be too compressed to have good looking light maps.

The other concern I had is that all of the assets in my game, minus the enemies and some glass, all use the exact same SpatialMaterial. I wasn't sure if that would cause an issue either.

I'll give this a try next time I have the chance! Thank you. :)

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No that's not a problem. You can use baked lightmaps even if you only use one material. You're welcome ;)