Remove AAA Remove Baking Remove Shaders
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How to Create a Game-Ready AAA asset

Logic Simplified

This is the workflow for creating a AAA model of an AK-47, using Maya, Substance Designer, Substance Painter and Marmoset. I used a Blinn Shader on the asset to spot any issues with the mesh. Blinn Shader helped me see highlights produced due to light shining off the surface at low angles. I believe forms first - details last.

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Pushing Unity to the Limit: How to Optimize Performance for AAA-Quality Gameplay 

iXie gaming

Shader management is critical. Reduce variants, embrace GPU instancing, and bake lighting when possible. Budget them like you would any feature, and when possible, bake effects directly into scene assets. The post Pushing Unity to the Limit: How to Optimize Performance for AAA-Quality Gameplay appeared first on iXie Gaming.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. New CPU lightmapper. The lightmapper in the previous 3.x x releases was quickly put together before the 3.0