i have made my own 3d editor that can import, edit add mesh, create scene, create/edit terrain.
but i find it a little dull or not quite similar quality as let say unity when it comes to default rendering (not feature ofcourse obviously unity has a LOT of feature), im just talking about default rendering.
1. like say for example, when you add basic shapes in unity, there is a default light happening in there right? the objects has some sort of lighting to it.
the wall is somewhat shiny and moving it around seems obviously that there is a light somewhere in the scene.
can you suggest how is this placed or handled? like this might might be a directional light, but what drection is it pointing? is it to the direction of camera or something like pointing down light?
2. what are the default materials apply to the scene? like is specular(shinyness are therer?, ofcourse normal of the objects should be there for light to work, what can you suggest to make my editor look like a pro?
3.also seen this video from unity,
its a view port navigation video, but i like the quality of the scene,
i see point light, and maybe bump map effects on the scene. the scene really look good, can you suggest what other effects/materials was look to make a scene like this?
for short, what are the materials and things i need to do to make my editor look professional by default
i attach screenshots of my terrain editor, its kinda dry
note: before you question me why i made that, i will answer it
1. first it is for me to learn and practice opengl/directx before
2. i use it for my games like terrain editor, object placement on scene/level
3. i write my own framework/engine and not using unity or any thing.