Remove Art Remove Baking Remove Texture
article thumbnail

What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

It helps reduce the amount of detail by simplifying polygons and textures as they get further away from the camera. Generally, the closer to camera, the more level of detail (surface details, textures, shadows, etc. These texture maps are then applied to the lower polygon count model to give it a more detailed and realistic appearance.

article thumbnail

How to Create a Game-Ready AAA asset

Logic Simplified

Maya is considered the better choice when you are trying to create more complex art. With that I have to create a low poly model of the gun on which we will bake the high poly details. Then I unwrapped the low poly mesh model into three UV sets in order to get a good resolution of the textures. I used Substance Painter for this.

Asset 78
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Little Racer – 3D Art

The Knights of Unity

Almost every 3D asset is painted using only one atlas texture. As I mentioned before – almost every 3D object uses the same atlas texture. They are textured using the same atlas map and need to fit into the grid size. Obviously that wouldn’t be enough if we didn’t apply different colors assigned to the players.

Art 52
article thumbnail

Enhancing Mobile Game Performance: Essential VFX Techniques for Visual Excellence 

iXie gaming

Techniques such as using lower-resolution textures, controlling particle spawn rates, and optimizing the lifespan of particles can significantly reduce the load on the GPU. Efficient Use of Textures Textures are a significant component of mobile game visuals, but high-resolution textures can quickly consume memory and processing power.

article thumbnail

Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

Most scenes bake in seconds instead of minutes or hours. branch uses state of the art algorithms to ensure the maximum possible quality: Bakes geometry to lightmap coordinates using the actual rendering code, so any existing shader or material works. Allows baking dynamic and static lights. Quality as priority.

article thumbnail

NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures. This allows users to focus less on tedious tasks and more on creativity.

article thumbnail

NVIDIA Research: Learning and Rendering Dynamic Global Illumination with One Tiny Neural Network in Real-Time

Nvidia

They overcome the limited realism of pre-computing “baked” lighting in dynamic worlds and simplify an otherwise tedious lighting design process. It handles fine-scale textures such as albedo, roughness, or bump maps, and scales to large, outdoor environments neither requiring auxiliary data structures nor scene parameterizations.