I truly hate working on characters in Blender. I know you just need practice, but I rather work on props. The learning curve and art direction seems to be easier 2D/Pixel for beginners. I’m sure Mastering the skill is a whole different story.
After reading through some posts by other artists, I came to a conclusion that 5,500 triangles is probably nearing the ceiling of being abel to call this model a low poly.
This is a first attempt and test using the directional light
using UnityEngine;publicclassDayNightCycle: MonoBehaviour{[Header("Time Settings")][Range(0,24)]publicfloat timeOfDay =12.0f;// seconds in real time for a full day cyclepublicfloat dayDuration =240.0f;[Header("Sun Settings")]public Light sun;public Gradient sunColor;public AnimationCurve sunIntensity;[Header("Sky Settings")]public Material skyboxMaterial;publicfloat maxAmbientIntensity =1.0f;public Gradient ambientColor;voidUpdate(){// Update time of daytimeOfDay+=Time.deltaTime/dayDuration*24.0f;if(timeOfDay>=24.0f){timeOfDay-=24.0f;}// Calculate sun rotation// 15 degrees per hour, offset to start at dawnvar sunRotation =timeOfDay*15.0f-90.0f;// Apply rotation to the sunsun.transform.rotation=Quaternion.Euler(sunRotation,-30.0f,0);// Update light color and intensity based on time of dayvar dayNightRatio =Mathf.InverseLerp(0,24,timeOfDay);if(timeOfDay>12){dayNightRatio=Mathf.InverseLerp(24,12,timeOfDay);}sun.color=sunColor.Evaluate(dayNightRatio);sun.intensity=sunIntensity.Evaluate(dayNightRatio);// Update ambient lightingRenderSettings.ambientLight=ambientColor.Evaluate(dayNightRatio);// Update skybox (if using a skybox that supports time of day)if(skyboxMaterial!=null&&skyboxMaterial.HasProperty("_Exposure")){skyboxMaterial.SetFloat("_Exposure",sunIntensity.Evaluate(dayNightRatio));}}}